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Designing and Refining User Experience

Putting ease of access and usability at the forefront of designing video games

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This is me

I am guy who, like many others, is passionate about games. However, I bring in a unique perspective through my aim at polish and accessibility. I want to create experiences that are smooth, painless.

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I like recreational combat in many different forms, and aim to deliver experiences along this line in an impactful and accessible manner. Ones that engage the player, not force the player to engage with them.

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Group projects

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A co-op beat em' up where you play as the baddies from a fantasy setting, acting out the imagination of two twin brothers.
Fight your way through the good twin's castle as a skeleton and a goblin in order to prove that evil will prevail!

Minions and Mayhem

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In the remnants of a destroyed solar system in the far future, the player struggles to survive in the ruins of a war-torn Pluto lit by the red glow of a dying sun. A sci-fi base-building survival and exploration game inspired by the likes of Subnautica and Don’t Starve.

Red Pluto

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Cyberdeck is a card-based dungeon crawler that emphasizes combos and deck building through procedurally generated dungeons. It’s set in a derelict space station with a rogue AI that will help or be your downfall.

Cyberdeck

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Personal projects

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I embark on a quest to redesign Destiny's revolutionary inventory screen to make it more efficient to navigate when using a controller.

Destiny inventory redesign

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A text-lead adventure made with an art asset pack and the fungus plugin in Unity.
An original saga and set of characters in a viking setting, going though events that would be encountered in sagas.

Ulf Saga

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Breaking down UI of my "Red Pluto" group project, showcasing some alternative directions for the UI of this survival game and the reasoning as to why such design decisions where made.

Red Pluto UI breakdown

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