/game-design

Game design architecture, prototypes, and interactive systems. Entries are grouped into games and prototypes versus mechanics and subsystem docs so capstone and itch releases stay separate from deep-dive mechanics pages (shop, modes, managers, and similar).

Games and prototypes

Design notes for standalone games, rapid prototypes, and named projects (each entry is primarily a game or product, not a single subsystem sheet).

Fizzkrieg: Soda Tactical Warfare

Hex-grid tower defense where soda ammunition types, pest ecology, and HFCS scarcity economics create layered tactical decisions.

01 Dec 2025 | Project: Rapid Prototypes | Game Design, Systems Architecture, Tactics, Hex Grid, Economy, Puzzle Design

NOMOS (Invariant Engine): Simulation Guide

Agent-based modeling simulation engine for worldbuilding — material, agent, social, economic, and spatial layers.

Systems Architecture | 01 Jun 2025 | Project: Nomos | Game Design, Agent-Based Modeling, Simulation, Game Economy, Systems Architecture

Anchor & Void System: Zero-Gravity Engine

A specialized zero-gravity 'engine' for tabletop games. A technical guide for playing with zero-g mechanics, I/E/U environment frameworks, and momentum management.

Analog Game Design | 15 Jan 2025 | Project: AVS | Game Design, Analog Game Design, Game Systems Design, Simulation, Zero-G, Environment Design, Puzzle Design, Spatial Reasoning

Eros Flight: The Erotes Simulator

Game design architecture detailing the systemic generation of NPCs, dynamic love styles, sanity mechanics, and the matchmaking simulation of a literal Cupid.

20 Aug 2024 | Project: Eros Flight | Game Design, Unity, Systems Architecture, Simulation, AI, Game AI, Mechanics, Matchmaking

Data Division (Professional Work)

Professional case study and systems overview for Data Division: an immersive-learning drone operations and extraction prototype developed for GRX Immersive Labs.

Professional Work | 08 May 2024 | Project: Data Division | Game Design, Unity, Systems Overview, Portfolio, Professional Work, Data Division

Imp Unsummoning (Ludum Dare 55)

Team jam game: rune combinatorics slotted into a wooden frame, golf- or pinball-style sends, and 1-bit imps — level geometry built around specific rune combinations.

15 Apr 2024 | Project: Imp Unsummoning | Game Design, Game Jam, Ludum Dare, Puzzle Design, Level Design, Unity, WebGL

BITPICKE: Low-Level TTRPG Engine

A complete TTRPG system implemented in x86 assembly. Features character creation, a custom DSL, complex math for 2D/3D vectors, and an attribute-influenced IK solver.

Technical Game Design | 11 Apr 2024 | Project: BITPICKE | Game Design, Technical Game Design, Systems Architecture, BITPICKE, Assembly, Low-Level Design, PICK System

Project Longbow: Core Systems Architecture

Game design logic for diegetic wearable/tablet UI, faction AI, Opsive integration, the Nexus Portal, and tactical deployments in Project Longbow.

01 Jun 2023 | Project: Project Longbow | Game Design, Unity, Project Longbow, Systems Architecture, Level Design, AI, Game AI, Gameplay, Diegetic UI, Faction System

Syntax (Occult Hangman): Binary Hangman Systems

A hangman game where you guess letters by typing their ASCII binary representation, wrapped in a VoidOS boot sequence and decryption progression system.

01 Jun 2023 | Project: Syntax | Game Design, Unity, Systems Architecture, Level Design, Input Systems, Mechanics, Legacy

Vile Escape: Capstone Contributions

Contributions to a 7-designer capstone zombie apocalypse top-down shooter: flashlight system, power breaker, modular quest state machine, and road level design.

01 Jun 2021 | Project: Vile Escape | Game Design, Unity, Systems Architecture, Level Design, State Machines, Mechanics, Capstone, Legacy

Void Installer: 4X Drain Test

A space station tech-janitor prototype exploring multi-resource drain systems, shield economics, and supernatural event pressure.

14 Jan 2021 | Project: Void Installer | Game Design, Unity, Systems Architecture, Simulation, Economy, Legacy

Mechanics and systems

Subsystem and mechanics documentation: loops, managers, and UI tied to a prototype (for example Data Division). Kept separate from the game-level list above.

Configuration Solvers: Arcane Casting Rules

Rules for using mechanical and combinatorial configuration solvers to channel arcane energy. A tactile, puzzle-based magic system.

Game Systems Design | 11 Apr 2024 | Project: Mini-Systems | Game Design, Game Systems Design, Mechanics, Puzzle Design, Arcane Systems, Rules

Biomechanical Puzzle: Sequence Equalizer

A turn-limited numerical puzzle system for 'blood repair' or 'DNA drain' mechanics, using hexagon partitions and dynamic lattices.

Game Systems Design | 11 Apr 2024 | Project: Mini-Systems | Game Design, Systems Design, Mechanics, Puzzle Design, Analog Game Design

Dueling: Parity-Based Contest Rules

A fast, non-lethal contest mechanic built on simultaneous dice parity and HP-scaled die sizes. Features refined rules from BITPICKE iteration testing.

Game Systems Design | 11 Apr 2024 | Project: Mini-Systems | Game Design, Game Systems Design, Mechanics, Dueling, Analog Game Design, Rules

Other