I design systems that work – for Players, for teams, for outcomes that matter. Whether it's folding UX into play, world-building that reinforces gameplay, or production pipelines that let creativity and clarity coexist, I specialise in turning complexity into something that feels simple, elegant, and alive.
I've led teams. I've been the team. I know how to balance vision with pragmatism, Player experience with production realities, and short-term momentum with long-term integrity. If you're building something that needs to mean something – whatever meaning means to you, your team, or your company – and you want it to get done without the usual chaos, then I can help.
Whilst Threkka's still exploring partnerships and finding its audience, I've got space to support others. If you need an experienced head – on systems, design, production, or just unblocking something thorny – I'm all ears.
Let's talk.
Throw me into leadership, production, design, or any mix thereof, and I’ll dig in and deliver – be it vision, viability, or velocity – without treading on toes.
I design systems that interlock cleanly – across mechanics, UX, narrative, and production.
Every design decision gets weighed against what the Player feels, notices, or benefits from.
Good production supports people. It doesn't get in their way.
The principles of great play don't stop at games – they work anywhere people engage.
Solo dev forced me to find clean, reusable answers – the elegant ones that scale.
I use whatever gets the job done fastest – then formalise for team clarity.
I've owned every part of a shipped product – from concept to code, lore to launch.
Banner photo © 1995 by Tyler Bell; modified (Uffington White Horse replaced by Chock Hoss logo); used under CC2.0.