Senior Systems & Feature Designer

Design Portfolio

8+ yearsF2P, PC, mobile, consoleFrom concept to live ops

I design live, systemic game and interactive experiences: progression, economy, feature loops, UX, AI-native tools and narrative systems that feed into each other.

My work sits between design leadership and hands-on implementation - taking product goals, player needs and production constraints, then turning them into clear systems, specs, tools and iteration loops.

This portfolio and the documents within it have been anonymised for the Senior Interaction Designer role, application ID 18663482.

About

Systems that create behaviour, meaning and depth.

I have come to believe that a great designer is made up of three things: empathy, knowledge and instinct. My work has been shaped by both commercial and experimental projects, where design is never just theory, taste or "because it seems cool". It has to survive contact with production, players, restrictions, and an ever-changing technological landscape.

Systems ownership from concept to release

Progression, economy and player motivation

Live player behaviour, community feedback and analytics

AI-native feature design and LLM interaction systems

Narrative meaning emerging from rules, loops and content tools

Clear design documentation for multidisciplinary teams

Work

Selected projects across systems design, narrative design, AI-native tools and live-service games. For more please see my CV above.

Spectarium

Mintarium

Senior Feature & Systems Designer

Led systems, progression, economy, UX and feature design for a F2P mobile and browser card game, built around seasonal competition, collection growth and repeatable live goals.

MobileBrowserF2PUXContent ToolsProgressionEconomyAnalyticsSoft launchLive ops

Design Challenge

Turn an early collectible-card game prototype into a fleshed out, launchable product: one where card acquisition, missions, upgrades, seasonal goals and leaderboard competition all feed into the same progression structure.

Contribution

  • Owned the core systems, progression, economy and wider feature set from concept through implementation, balancing and live iteration.
  • Designed the relationship between card acquisition, rarity, upgrades, health, missions, tasks, rewards and leaderboard progress.
  • Acted as the primary community-facing developer during soft launch, using player feedback and live behaviour to identify friction and determine priorities.
  • Owned the analytics dashboard, defining the metrics we tracked and using quantitative data to validate qualitative feedback.
  • Took on project management responsibilities across engineering, art and QA, turning product goals into clear feature and implementation priorities.
  • Worked with leadership on longer-term game and platform strategy, connecting immediate production needs with the wider direction of the business.

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Mr Kite

Youmio

Senior Feature & Systems Designer

Designed interrelated web, mobile and Unreal Engine systems for a gamified 3D character creator built around user-generated LLM personalities.

MobileBrowserUEF2PAI-native designUGCLLM systemsCharacter creationProgressionUX

Design Challenge

Make AI character creation feel playful and approachable on the surface, while supporting complex systems underneath without taking away the user's creative agency. The tools need to be scalable, adaptable to fast-moving AI tech, and reusable across multiple projects.

Contribution

  • Worked as the Creative Director's right hand, translating high-level creative thinking into scoped, actionable feature and system designs for multiple projects across a multidisciplinary team.
  • Worked closely with AI engineers to design handcrafted LLM-based systems and with UI designers to bring those systems to life.
  • Designed gamified creation systems for 3D characters, including personality, behaviour and engagement/progression loops.
  • Built several Unreal environments for an AI character to livestream from, where they could explore their surroundings, respond to viewer comments in real time, and take part in audience-voted activities.
  • Created extensive GDDs explaining the platform ecosystem and how each project connected to the wider product strategy.

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Oxalis

Moonfrost

Senior Narrative & Systems Designer and Game Writer

Owned narrative design, game writing and multiple feature systems for a cosy life-sim RPG, building the storyworld and production workflows that let narrative, content and systems grow together.

PCMobileUnityF2PMultiplayerNarrativeContent ToolsWorldbuildingWritingNPC design

Design Challenge

Build a cohesive storyworld from scratch, then turn it into systems, tools and workflows that empower designers to create and iterate content without constant engineering support.

Contribution

  • Led narrative design for the project, owning the storyworld, game writing and narrative-related systems from concept proposals through to implementation.
  • Designed features with clear content creation workflows, so designers could create, configure and iterate on content independently.
  • Created, configured and balanced content in-engine, using the tools myself to validate workflows and spot what needs improving.
  • Worked across character art design, environment art, sound design and marketing materials to keep the world feeling coherent.
  • Built the methodology behind my Develop talk, 'Creating a World from a Word', exploring how narrative and systems can reinforce each other from the first idea through to production and beyond.

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Mediatonic / Epic Games

Fall Guys

Feature Designer

Contributed to the premium-to-F2P transition for a large-scale live multiplayer game, designing supporting features and game mode work within a fast-moving production environment.

ConsolePCUnityF2PPlatform IntegrationCommunity SupportGame Mode DesignMultiplayer

Design Challenge

Support a major business model transition without losing the silly, accessible chaos that made the game work in the first place.

Contribution

  • Owned supporting features for the premium-to-F2P transition, taking them from design documentation through implementation and community support.
  • Worked on Twitch Drops integration, liaising with Twitch to understand technical requirements and translate them into practical implementation info for the team.
  • Took over the design of a new game mode, covering documentation, art requests and engineering support during implementation.
  • Built experience working inside a large live game, where even small design decisions had to fit around existing systems, player expectations and production constraints.

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