Back to selected workEducational games · Earlier public imagery

Building learning experiences people can play.

My foundation in educational game design and development: planning the experience, implementing gameplay and collaborating with a game artist I hired and supervised.

Period
Earlier work
Environment
Education technology
My focus
Game design, implementation, artist hiring and supervision
Earlier public work

From the idea
to the playable thing.

Previously published game imagery from my existing portfolio. It reflects my earlier work, rather than a new standalone game demo.

A previously published educational multiplayer trivia game

An interaction has to work in someone’s hands.

My earlier career centred on casual and educational games. At MeeOpp, I planned, designed and implemented game experiences, then hired and supervised a freelance game artist.

That work made the relationship between product decisions, technical constraints and the experience on a learner’s device concrete.

What I owned.

I worked across game planning, design and implementation. I also onboarded the artist, briefed tasks, reviewed assets and coordinated how the work would fit with animation and the game. My broader game-development background includes gameplay systems and interactive prototypes across several studios.

The artwork was created by the artist and creative colleagues; backend work involved engineers. My role connected the game design, implementation and those handoffs.

Small decisions shape the experience.

Balance urgency with a fair chance to participate.

When a limited-time game campaign was discussed, I raised the risk that a long extension could weaken its intended urgency. A colleague brought evidence that some learners had discovered it late. We considered the trade-off together as part of the release discussion.

Work across the art handoff.

The detail mattered: whether an avatar asset would fit another body part, whether animation frames could be reused, and which export format the next team needed. I briefed those requirements, reviewed the work and coordinated changes with the animation team.

Improve the route to browser and mobile play.

I led the Unity-to-Phaser and TypeScript migration for MeeOpp games, enabling iPad and mobile play and reducing build size.

A foundation I still use.

The game work established experience across product design, implementation and creative collaboration. The migration addressed a practical barrier to access across devices.

Browse my earlier public portfolio

What carries into AI product work.

Prototypes make assumptions visible. Working software exposes constraints that a description can miss. I bring that habit into AI product work, alongside the domain validation and quality checks those workflows require.

Game imagery comes from my earlier public portfolio. Current product stories use recreated interfaces and synthetic content.

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