I am a game developer and rapid prototyper who turns unusual mechanics into clear, playable experiences.
My work spans shipped level content, mobile and web games, social worlds, and experimental creative software.
Available for remote contract work in gameplay prototyping, level design, game development, and AI-assisted product development.
Email me · Play my games · Explore my code
Ideas into playable truth |
Construction & interaction |
Pacing, challenge & variety |
Mobile, web & social worlds |
Tools & product experiments |
Unreal Engine · Unity · Godot · C# · C++ · Blueprint · Lua · TypeScript
I worked with Fancade for nearly two years, developing gameplay prototypes and creating extensive level content for published games. The role combined rapid experimentation with disciplined content production: learning an established game's design language, finding new possibilities inside a compact ruleset, and turning them into challenges that still felt native to the product.
| working with Fancade | designed and iterated | mechanics, pacing & progression |
For Drive Mad, I designed and iterated approximately 200 levels for later content, shaping difficulty, pacing, mechanical variation, and progression around the game's two-button physics. I explored edge cases in the driving model and turned those discoveries into readable challenges—from unusual terrain and vehicles to timing, balance, and mechanical set pieces.
The public game now spans 250 levels and has been played more than 300 million times, according to the figures reported on its public game page.
My contribution: later level content and prototyping
Original game: Martin Magni / Fancade
These projects explore progression, construction, and approachable game loops inside social, cross-device worlds.
A mobile obstacle-course experiment created with HypeHype. |
A space-mining and ship-combat prototype built in Core. |
A top-down lunar patrol and combat game built in Core. |
I am most useful where a project needs to move from idea to playable truth. I prototype the riskiest interaction early, build the supporting systems, and iterate until the mechanic communicates itself.
I am comfortable joining an existing project, learning its design language and technical constraints, and producing work that fits the established mechanics and player experience.
- Rapid prototypes — test the core interaction before investing in the edges
- Physics and construction systems — make complex interactions understandable and satisfying
- Level and content iteration — build difficulty, variety, and progression from a focused ruleset
- Cross-platform interaction — design for mobile, web, desktop, and social spaces
- Practical planning — turn broad ideas into bounded, buildable development plans
- Project Forge — a visual planning environment for turning complex ideas into practical roadmaps and working effectively with AI development agents.
- Deterministic contraptions — a Godot and C# experiment with rods, wheels, motors, obstacles, and reproducible physics-driven construction.
Available for contract game development, gameplay prototyping, level design, and project reviews.










