ABOUT

The last 10% of game design is really what separates the good games from the great games.
— Garry Kitchen

Growing up, I was fascinated by storytelling and world-building, which led me to explore narrative design. But over time, my passion shifted toward something that resonated with me even more—movement, combat, and the feel of the player character.

Philosophy

For me, great combat isn’t just about having a wide range of options—it’s about how responsive, satisfying, and challenging those options feel. Some of the best combat systems, like in Dark Souls, are deceptively simple, yet they feel incredible because of their precision, weight, and feedback.

I obsess over making the player feel powerful and successful, whether that’s through a fair but difficult challenge or a well-executed power fantasy. Mastering mechanics should feel rewarding, and I believe that game feel—the responsiveness, impact, and feedback of every action—is at the heart of a truly great experience.

Aspirations

I aim to design games where movement and combat are more than just mechanics—they're an extension of the player's intent. Whether in a linear setting or an open world, I want to craft experiences where action takes center stage, pushing players to master deeply satisfying systems.

Qualities

I have an analytical mindset that allows me to break down game design decisions with clarity and purpose. While it’s easy to recognize when something feels good or bad, understanding why can be much more challenging. That’s why I strive to find the reasoning behind design choices—to gain a deeper understanding of their impact and help create more intentional, effective experiences.