Hard Parts
- Turning sparse visual input into full game systems and level loops.
- Keeping progression logic clean enough to avoid player confusion.
- Balancing challenge pacing between collectible tasks and boss progression.
Case Study 03
Built from near-zero source material (two GIFs), this project evolved into a full progression game with collectible-driven unlock logic and boss-fight gates.
This was a strong systems-design leap. I developed better instincts for state machines, dependency gates, and player progression mapping under client-defined constraints and iterative feedback.