The idea
A place to make ideas playable.
Project EX is my space for trying gameplay ideas and developing the systems behind them. Rather than treating each experiment as a separate game, I want a flexible foundation that can support different prototypes.
The focus is on the player experience: how movement feels, how objects respond, and how those interactions work with other players.
Player perspective
Inside the game.
First-person views from development builds: cave exploration, expedition preparation, world interaction, and a playable space at player height.
Player view entering the cave, with the held weapon and expedition HUD visible.
The approach to the recovery and supply area from the player’s perspective.
Approaching the weapons vendor within the expedition camp.
A ground-level view of the ramp, cover and overhead route shown in the layout overview below.
From the build
Playable spaces and working systems.
Actual captures from Project EX development builds. These show work in progress, including earlier layout and tool iterations.
An overhead view makes the routes, cover and changes in elevation easy to read.
A contrasting layout with stacked walkways and routes through the structure.
An in-game view of the expedition environment and its player interface.
The area map displays the explored space within the voxel environment.
A development capture showing the controls used to inspect and adjust character animation.
The island provides the home base for the current co-op expedition direction.
My work
Four connected areas.
Movement & camera
Develop and tune the character’s movement, controls, and camera so the game responds clearly to player input.
Multiplayer
Keep multiplayer in mind from the start, including how mechanics and shared settings behave across players.
World interaction
Explore voxel terrain, item pickup, and tools that let players affect their surroundings.
Design tools
Make gameplay values and animations easier to adjust, so an idea can be tested without unnecessary setup.
Design process
Build, feel, adjust.
- Choose a clear question.Start with what I want the player to do or feel, rather than adding a feature without a purpose.
- Make it playable.Build a small version that is useful for testing the idea.
- Test the interaction.Look at how it responds, where it becomes confusing, and what changes when other players are involved.
- Refine the foundation.Keep useful systems adjustable and reusable as the prototype develops.
Working with AI tools
I use AI tools to help develop and revise systems. My role is to set the design intent, evaluate the playable result, and decide what should change.
Current direction
Deep Contracts.
The current direction is a co-op expedition loop: prepare on a personal island, descend into generated caves, gather resources, fight creatures, and extract home. Free Play supports sandbox testing, while Dev Mode houses focused mechanic demonstrations.
