Game imagery illustrates the design topics below; individual captures are credited in their captions. Image source ↗
01 / MY CONTRIBUTION
Design for the moments before discovery.
My work on Mafia: The Old Country focused on stealth. The key relationship is between what the player does, what enemies notice and how the game communicates that back. Those details help players decide when to wait, move or take a risk.
Cover, guard-position feedback and a stealth objective help the player plan the next move. Gameplay capture: VGTimes.
02 / DESIGN LENS
A route the player can read.
A player needs enough information to plan a route. Sightlines and cover shape where they can move, while feedback helps them judge how exposed they are. The challenge is keeping that readable without removing the uncertainty that makes sneaking tense.
Architecture, cover and sightlines — official environment screenshot.
03 / DESIGN LENS
Make being seen mean something.
A close call should give the player something to react to. Being spotted changes the situation, and the feedback needs to make that change clear. That shift from quietly planning a move to dealing with its consequences is a big part of what interests me about stealth design.
Open combat provides a contrast to stealth’s quieter pacing — official gameplay screenshot.Back to all work ↗