Selected work / 01
Sports:
Renovations
I led the game’s design, worked in Unity and wrote an editor tool for narrative designers.

Public gameplay imagery: Goat Gamez / Dear Villagers. Announcement trailer from the original portfolio.
01 / Overview
My role on the project
I worked on Sports: Renovations from the beginning. I was responsible for its creative direction and game design documentation, and worked with the narrative team on the story. During production, I documented mechanics for programmers, integrated features in Unity and tuned gameplay parameters.
- Gameplay designObjectives, interaction rules, tutorials and mechanics specifications.
- Hands-on integrationPrefab setup, script integration and parameter tuning.
- Editor toolingAn inspectable-prefab generator for narrative designers.
- Team collaborationDesign leadership, documentation, publisher and porting coordination.
From the middle of production, I also took on production responsibilities, working with the publisher and porting team.
02 / Task flow
Objectives and tutorials
I specified how tasks become active, appear in the interface and contribute to mission progress. Inactive objectives remain hidden until their conditions are met. Optional tasks sit outside the main completion percentage.
In the documented flow, painting becomes available after removing junk. Placing exercise equipment requires both clearing the space and completing the painting objective.
Clear the space before the next task becomes available.
Activated after removing the junk.
Requires the space to be cleared and painting to be complete.
Simplified reconstruction of the design specification, not an editor screenshot.
Objective states
Define active, inactive and completed states, with binary or percentage-based objectives depending on the task.
Contextual tutorials
Specify tutorials around first tool use and relevant interactions, rather than exposing every instruction at once.
My contribution. Objective and tutorial design specifications. Programmers implemented the underlying systems.

03 / Interaction design
Assembling the boxing ring
I designed the boxing-ring assembly sequence: buying components, moving and unpacking deliveries, then assembling the ring in defined stages. The specification described the available action, feedback and progression at each step.
Start with a valid task
The assembly objective enables the purchase and delivery of the required components.
Change the interaction with the state
A delivered package can be picked up. Once placed in the construction area, its interaction changes to unpacking.
Account for a misplaced object
The design includes a way to reset a lost package at its original delivery location so the player can continue.
Move through construction stages
Placement guides, interaction prompts and camera changes support the assembly of the individual components.
My contribution. Gameplay design and interaction specification; implementation by a programmer. This breakdown describes the documented design.
04 / C# editor tooling
A Unity tool for inspectable objects
I wrote a tool accessible from the Unity editor menu. Narrative designers supplied a mesh, descriptive text and an image for the in-game journal. The tool generated an inspectable prefab ready to place in a scene.
Content supplied by a narrative designer.
C# tool opened from the editor menu.
Generated content ready for placement.
Workflow illustration reconstructed for this portfolio; not the original tool interface.
Narrative designers used the tool in production. I wrote the initial implementation, and a programmer later cleaned up the code.
My contribution. The initial C# editor tool. The underlying inspectable gameplay system was separate from this work.
05 / In-engine work
Integration and tuning
I attached scripts to the appropriate prefabs and configured existing gameplay systems in Unity. My tuning work covered destructible-object HP, character movement speed, animation speed and particle effects.
I also specified interaction feedback: valid and invalid actions, prompts for the correct tool, and how feedback changes while a tool-switch animation is playing.
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