top of page
My Experience in
Game Design
Below, I’ll highlight key experiences and lessons from my role as a game designer, detailing my process and reflecting on what I’ve learned.
Playtest-Driven Design
Playtesting can be a tricky process that easily wastes time if the methodology is unrefined or overlooks flaws in data collection. My approach is inspired by Santa Monica Studio's playtesting process, which they shared during a GDC talk.
The most recent playtest report: Roman Rumble
Diagrams
Presenting designs in an intuitive and clear way is something I’ve been actively working to improve. In the past, my focus was primarily on development roles, which often required rapid prototyping over holistic design thinking. As a result, I’m now placing greater emphasis on clarity, structure, and user-centered presentation in my design work.

Roman Rumble Game Loop

Difficulty Selection

Roman Rumble Combat Loop

Roman Rumble Game Loop
1/12
Documentation
While diagrams are useful, they often sacrifice important details that are valuable during development. I’ve been working to strengthen my skills in writing clear and comprehensive design documentation, whether it’s feature specs or full game design documents (GDDs). My goal is to present ideas in a well-structured, digestible format that supports both clarity and execution.
Feature Spec DOC here
bottom of page
