Lead Game Designer · 19 Years
Senior game design consulting for studios that need experienced design judgment on a flexible basis. From feature definition through ship.
Start a conversationWhat I do
01
Combat, progression, economy, meta, and AI systems — from paper design through prototype to implementation. Full feature ownership or targeted contribution.
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An experienced outside eye on systems in development or already shipped. Identifying where things break, where players drop off, and what the fix looks like.
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Embedded part-time as your lead designer. Useful for studios that need senior design leadership without a full-time hire — or need to bridge a gap.
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Translating design direction into a plan a team can execute against — scope definition, milestones, team composition, and sequencing.
Background
I've spent 19 years designing game systems across AAA and live-service titles at Ubisoft, Techland, and Gunzilla Games. My work spans combat and encounter design, player progression, economy, meta systems, and AI — from paper design through prototyping to ship.
I've led design teams through full production cycles, owned complex features end-to-end, and navigated cross-studio collaboration at scale. I'm comfortable in pre-production ambiguity and late-stage delivery pressure alike.
After years in-house, I'm now taking on select consulting engagements — bringing the same design judgment to studios that need it on a flexible basis.
If something here sounds relevant to a problem you're working on, I'm easy to reach.