Neon Drift
Arcade driving prototype built around tight steering, boost timing and reactive track hazards. The focus was instant feedback and repeatable mastery.
Gameplay programmer and systems-minded creator turning mechanics, movement, feedback and art direction into memorable interactive experiences.
Raw ideas enter, systems are shaped, and the final experience sparks into something players want to repeat.
I'm a Software Developer with hands-on experience designing, building and shipping products end-to-end. I love turning complex problems into simple, reliable solutions.
No artificial percentage meters. The toolkit is shown as the actual vocabulary used to prototype and polish interactive experiences.
Representative projects showing how mechanics, progression and player feedback come together.
Arcade driving prototype built around tight steering, boost timing and reactive track hazards. The focus was instant feedback and repeatable mastery.
Puzzle-platformer concept where sound becomes a navigational mechanic. Designed interaction rules, fail states and escalating challenge beats.
Compact roguelite loop combining procedural encounters, upgrade choices and readable combat feedback for fast iteration.
Movement experiment built around gravity shifts, momentum and camera readability, with each level teaching a new movement relationship.
My process keeps decisions close to player behaviour: build quickly, observe honestly, then sharpen what actually works.
Define the player fantasy and reduce the idea to one interaction worth testing.
Create the smallest complete loop with enough feedback to judge the idea.
Use playtests to find friction, confusion and unexpectedly fun behaviour.
Tune timing, feedback, pacing and presentation until the system feels intentional.