
TransmuTowers
AI behaviour and combat tuned against each other until the numbers produced the fight I wanted.
Read the design notes →View on Steam →Encounters, gameplay, systems and a human-centric design approach. More than five years building games, having shipped multiple games. I keep on the move, constantly prototyping new ideas and doing game jams. If you are interested in working together, contact me and let's talk.
Released titles across Steam and itch.io. Click the focused card to open its trailer.

AI behaviour and combat tuned against each other until the numbers produced the fight I wanted.
Read the design notes →View on Steam →
A gamified app that walks people to real places. Over eight casual games plus a quest layer built on photos, observation and riddles.
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Gameplay, level and narrative design on a co-op shooter — needs two people to play.
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The widest brief of the five: gameplay, levels, AI behaviour, UX/UI and VFX as the build demanded.
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An educational 2D platformer for ages 9–12 that raised real reading grades — art and UX first, then minigames, levels and the creature system.
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Gameplay, combat and encounter work. Build link and role breakdown to follow.
Read the design notes →Watch the trailer →Design questions answered in code, plus the jam games that shipped on itch.io.

A tabletop roguelike on one thumb — Focus bends the dice, weapons break as they evolve, and your last corpse is waiting on the floor you died on.
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The thing you defend keeps moving. Distance from the caravan is the risk dial, and upgrades split between engineering and magic.
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Reaction inside a turn structure: attacks resolve on an isometric grid, but each exchange opens a timed input window.
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Chess movement with an uncertain outcome — a d6 against defence, and Focus buys the reroll.
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Tower defence where the towers are the economy. Ships a blueprint editor for authoring new plants.
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A crane descends 2,400 metres of dark on a two-minute battery — and the battery is also the lamp.
Try the prototype →A garden that grows into a habitat: harvest-gated unlocks, hybrids, and wildlife that answers what you planted.
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Combat and encounter design — enemy roles, honest telegraphs, encounters built to teach.
Read the design notes →Play on itch.io →
Transformation as the verb: every space is a question about which form to be in.
Read the design notes →Play on itch.io →Dedicated and passionate about the world of gaming. 5+ years working in video games.
Experience as a game designer focused on combat design, enemy and boss design, encounter design and game balancing. I have additional experience across multiple areas of game development — UX/UI, pixel art, animation, prototyping, gameplay, production, product management and research — and I taught game design fundamentals as a professor at UTAD.
I understand the pipeline of most departments in games, and I use that knowledge to respect the complexity and necessity of teamwork and cooperation in game development.
Most pieces are locked. Explore the portfolio to earn them — every locked swatch tells you what it wants.
Click a locked piece to see how to unlock it.