Quest Flow
Quest givers, triggers, gates, markers, and progression rules.
Additional portfolio context
This page is for the deeper material that does not need to crowd the main portfolio: design preferences, workflow habits, technical focus, and the kind of systems work I like doing.
Technical focus
I like the backend side of gameplay: rules, state, content flow, and tools that make a project easier to reason about.
Quest givers, triggers, gates, markers, and progression rules.
Designer-editable content that reduces one-off code changes.
Save/load and restoration paths that keep player progress reliable.
Small utilities and UI that remove repeated friction from workflows.
Workflow
I usually start by making the system understandable, then make it configurable, then make it hard to misuse.
Contact
The main portfolio has the project cards. This page is the extra context for how I think about systems, tooling, and team support.