Process

Process Breakdown

My design process was shaped over years of shipping content, absorbing feedback, and iterating under real constraints, until the steps that consistently reduced risk became muscle memory. It scales cleanly because the core questions stay the same: define the player promise, align on what “done” means, prove the experience quickly, then refine with evidence. Whether it’s one level or an entire zone, it’s the same loop, just more surface area and coordination.

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Design Frameworks & Principles

How I think when making decisions and communicating systems

Player & System Models

Frameworks are tools, not dogma. I use them to sharpen decisions, expose assumptions, and explain tradeoffs.

Information Design and Documentation

Using the Edward Tufte model, I apply information design discipline to maps, flow charts, telemetry dashboards, and player-facing readability.

  • Clarity over decoration. Remove noise. Keep the signal.
  • Show comparisons, not conclusions. Let patterns reveal themselves.
  • Integrate words, numbers, and diagrams. Context travels with the data.
  • High data-to-ink ratio. Every element must justify its existence.
  • Design for reasoning. Diagrams are thinking tools, not presentations.

Principles I Rely On

These show up repeatedly in shipped work because they reduce confusion, accelerate iteration, and preserve intent.

  • Constraints breed creativity. Blue sky design is often paralyzing; clear boundaries force smarter, more elegant solutions.
  • Rules are made to be broken. Break conventions when the design stays legible and intentional.
  • WYSIWYG tooling is crucial. Iteration speed depends on what designers can see and change directly.
  • Teach, don’t tell. Mechanics should be learned through play and environment, not text boxes.
  • Diegetic > Non-Diegetic UI. Prefer environmental signals over on-screen prompts.
  • Subtract until it breaks. A design is finished not when there is nothing left to add, but when there is nothing left to take away.
  • Respect the player’s time. Friction should come from the challenge, not the interface, controls, or backtracking.
  • Lead with empathy. Tailor assignments to match individual strengths and interests; excited designers build better features.
  • Strong opinions, loosely held. Fight for your vision, but abandon it immediately when better evidence or constraints appear.
  • Listen to the data, not the comments. Player behavior beats player speculation.

How This Maps to the Phases

  • Concept: Define constraints to spark creativity, match team strengths to features (leading with empathy), and identify which rules we intend to break.
  • Implement: Build teachable loops without text, insist on WYSIWYG tools for speed, and prioritize “showing” over “telling.”
  • Polish: Subtract noise until the design breaks, remove friction to respect the player’s time, and force UI elements to be diegetic where possible.
  • Launch: Validate with behavior data (not comments), and hold our design opinions loosely—abandoning them if the live evidence demands it.
The goal is consistency: a process that scales, plus a communication style that makes complex systems readable to players and teams.

Example Process Documentation

Representative Confluence-style documentation snapshots showing how I format intent, constraints, and implementation notes for fast team adoption.