

Portfolio / 2026
Game Planner — Systems & UI/UX
I write the specification, tune the numbers, and verify the result myself in Unreal Engine 5. Console UX design at Ubisoft and Kylotonn; Japan–Europe production at Bandai Namco.
Herd battle HUD · final UI, Figma
Warden ship design screen · art direction & prototype
Forever Untold tactical RPG · systems, UE5
Herd deck builder · one of ~240 screensEach role, with the shipped work that came out of it.
Production liaison on titles co-developed with the Japanese headquarters (BNEI): milestone and build tracking, Live Ops coordination, and day-to-day communication across multicultural teams.
Working-holiday year in Tokyo: front-of-house operations and support for international visitors.
Wireframes in Figma and Adobe XD, HUD information architecture, menu navigation flows, and ergonomic validation of player paths on console racing titles.
Playtests designed and run on cognitive-psychology foundations. Quantitative and qualitative analysis turned into actionable game-feel feedback for core production teams.
Preceded by a BSc in cognitive psychology.
The actual deliverables, not summaries: specifications, UI documents and case studies. Every document except one exists in both English and Japanese.
The whole body of work in one document: background, scope, process and outcome for each project. Start here.
A kanji learning game covering the 2,136 jōyō kanji: UI kit, UX flows and progression design. Released on itch.io in March 2025.
How tactical RPGs let you place units before a battle: three titles benchmarked on inputs per action, then a screen flow built to cut the steps down.
Main HUD specification for a mobile idle-tycoon title: player level, currencies and their digit limits, shop access, then the quest flow end to end.
Combat and boss design sample built on Streets of Rage 4: full movesets, distance-based AI state machines, attack telegraphing and balancing parameters.
A roguelite boss rush: concept, pillars, core loop and target platforms on a single page.
Third-person action in a dream-like world, built on telekinesis: concept, pillars and the loop that ties story, puzzle and battle together.
Original tactical RPG in UE5 with a small indie team. Class and battle system design, UI flows, and specifications that I implement and verify in-engine myself.
Self-published strategic board game. Rules and balance, lore, crowdfunding (over €10,000 raised), manufacturing and worldwide fulfilment — 300+ copies sold.
Campaign on Ulule →
Puzzle mechanics, level progression and core asset integration.
Play on itch.io →
Rhythmic inputs blended with Metroidvania exploration.
Play on itch.io →
A minimalist puzzle game about light, shadow and colour.
Play on itch.io →