Chock Hoss builds playful systems across digital and physical worlds – from habit-forming movement apps to rule-bending card games – applying 25 years of game design and delivery experience.
Chock Hoss applies game design thinking to build – and help others build – digital and physical systems that are tested, refined, and designed to endure.
Products, habits, games, organisations – they all run on rules. Chock Hoss designs the structure first, then lets behaviour emerge.
Change the incentives and you change the outcome. Whether it's a fitness habit, a card table, or a team: mechanics matter.
Ideas don't survive contact with reality unless they're tested. Chock Hoss builds early, observe honestly, and refine deliberately.
Some systems live in apps. Some live on tables. Others in companies. Chock Hoss builds them all – thoughtfully and with intent.
Twenty-five years in games – across design, production, code, and leadership – means knowing how to turn complexity into something shippable, not just imaginable.
Chock Hoss stays small on purpose. Fewer layers. Clear thinking. Direct accountability.
A rule-bending expansion deck for Shithead that lets players change the rules mid-game – provoking chaos, negotiation, and argument... on purpose.
Built around rule mutation
Space for negotiation, politics, skulduggery, and revenge.
Prototype-led development
Expansion-ready system architecture
A habit-hacking tycoon game that turns real-world movement into long-term progress. Built over five years as a solo project exploring and showing how structured game systems can support long-term behaviour change. Designed to reshape behaviour through structure, ritual, and play.
Real-world effort becomes in-game progress
Designed for sustainable habit change
Systems-led behaviour design, not badge-led gamification
Built for long-term progression
Work with me
I work with founders, studios, and teams who want their ideas to function – not just look good. From early system design through to delivery planning, I help shape mechanics, clarify structure, and align creative ambition with production reality. I'm always interested to hear about opportunities for consultancy or contracting. This includes products that need to influence real-world behaviour – fitness, habits, engagement systems, and interactive experiences.
Clarifying rules, incentives, and feedback loops so behaviour emerges naturally – whether in products, teams, or play.
Aligning design ambition with production reality – turning complex ideas into something coherent, buildable, and shippable.
Using game design principles beyond games – structuring engagement, progression, and interaction with intent.
Interested in Shitstirrer or Threkka?
Seeing the value in working together?
Trying to turn something complicated into something that actually ships?
Start here.
I read everything myself.