Tim & The Time Machine is an educational adventure game where players join Tim — a young explorer — and Spark, a small boxy robot with glowing blue eyes, as they travel through history solving puzzles and uncovering civilizations. Built from the ground up as a creative director's proof-of-concept: original IP, narrative architecture, and a monetized interactive product.
This demonstrates the full creative pipeline — IP development, character design consistency, game UX architecture, and a monetization strategy built for scale. Implementation Science applied to interactive entertainment.
Gaming audiences recognize immediately when a brand is performing culture rather than living it. The brief: every decision has to feel earned. Character design, world logic, and progression system all have internal consistency — because that's what players respond to.
The educational layer is invisible. Players learn because the world demands curiosity. That's the design challenge — make the message inseparable from the experience.
Original IP creation. Character design at scale. Narrative architecture across multiple timelines. UX decisions that reduce friction without reducing depth. A monetization model that doesn't break immersion. This is what a creative director who actually builds in gaming looks like.
Gaming audiences see through performative brand work instantly. I build brand systems that players adopt as identity — not advertising they tolerate.
Narrative architecture with internal logic, player investment, and expandable lore. Story systems designed to grow with the game, not just launch with it.
Multi-platform campaigns from community seeding through day-one execution. The creative infrastructure that makes launches events, not releases.
Every friction point is a churn risk. Behavioral design applied to onboarding, progression loops, and monetization placement to reduce drop-off and increase LTV.
Character design, visual identity, and narrative framework for original IP. From concept through style guide to production-ready assets.
Touch-first UX, aspect ratio discipline, and monetization model design for mobile environments. Built for the platform players actually use.
Gaming communities built around creative identity, not product features. Pre-launch seeding, influencer architecture, and community governance.
Close the gap between what you've built and what players believe. Applied to gaming: your lore, brand, and UX all tell the same story.
Gaming audiences demand authenticity. I build creative systems that players actually respect — because I understand what they're looking for before they do.
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