Tim & The Time Machine is an educational adventure game where players join Tim — a young explorer — and Spark, a small robot with glowing blue eyes, as they travel through history solving puzzles and uncovering civilizations. I built this from scratch: original IP, character design, narrative architecture, monetization strategy.
This isn’t professional gaming work. I haven’t led a gaming campaign yet. It’s a creative director applying 15 years of brand and systems thinking to interactive entertainment — learning the medium by building in it.
Gaming audiences know immediately when a brand is performing culture rather than living it. The brief I set for myself: 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. Making the message inseparable from the experience — that’s the same design challenge I’ve been solving for 15 years, just in a different medium.
Original IP. Character design consistency. Narrative architecture. A monetization model built not to break the experience. This is what it looks like when 15 years of brand systems thinking meets interactive entertainment for the first time.
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.
Your lore, brand, and UX should tell the same story — players notice immediately when they don't.
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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