Hard
Skills
Prototype

Prototyping is how I think, how I communicate, and how I solve problems. Where an artist sketches, I build interactions. You can debate ideas for hours, but you won’t know if they’re fun until you play them. A rough build says more than any document ever could.

I draw a clear line between prototyping and production. It’s tempting to polish something until it almost works, but “almost” isn’t good enough. I’m quick to cut ideas that fall flat in play. If it’s not fun early, production polish won’t fix it. I’d rather kill a darling than waste time dressing it up. But sometimes, the best ideas return sharper and stronger when the missing piece finally falls into place.

Key
‍Examples

Cut the Rope 3 | Prototyping

I laid down the ground rules for our prototyping phase and led the latest refinement of our team’s prototyping process. We kept the prototype deliberately 2D and visually simple to reduce friction and maximize iteration speed. This disciplined approach helped us focus on core mechanics and steer the direction of the final game with minimal waste.

Atlantic Sky | Personal Prototype

A spare-time prototype built with minimal code and complexity, yet already fun to play. Despite being unfinished, it demonstrates strong potential and captures a compelling core loop.

I wanted to capture the feeling of sailing at sea and building your ship while you’re underway, but in the air instead.