SYSTEM ONLINE
PLAYER: T. SHEPHARD
CLASS: CREATIVE DIRECTOR
EXP: 15+ YRS
STAGE: GAMING & INTERACTIVE
Character Selected

CreativeDirector

// Gaming & Interactive — Where I’m Going Next
Brand Vision
97
Community IQ
91
Culture Fluency
95
Narrative Systems
98
UX / Frictionless
89
// Active Abilities — Creative Loadout
BBrand ArchitecturePassive
CCommunity-First CampaignsActive
NNarrative World-BuildingActive
UBehavioral UX DesignPassive
MMulti-Platform LaunchUltimate
ICommunication StrategyUltimate
► ► Press Start to Begin
15+ Years|5 Verticals|$300M Org Impact
GamingBrand ArchitectureAspirational Vertical — Building Toward ItCommunity-FirstNarrative SystemsCulture FluencyInteractive MediaLaunch StrategyWorld-Building GamingBrand ArchitectureCommunity-FirstNarrative SystemsCulture FluencyInteractive MediaLaunch StrategyWorld-Building
Level 01 Case Study — Tim & The Time Machine Active Project
Project File
TitleTim & The Time Machine
TypeEducational Mobile Game
EngineGDevelop
PlatformMobile / Web
First LevelAncient Egypt
MonetizationAds + IAP
StatusIn Development
// Overview

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.

// Design Philosophy

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.

// What This Demonstrates

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.

100%Original IP
5+Historical Levels
2Core Characters
Level 02 Skill Tree — Gaming Creative Capabilities Unlocked
Transferable🎮Brand for Players

Gaming audiences see through performative brand work instantly. I build brand systems that players adopt as identity — not advertising they tolerate.

Transferable🌎World-Building

Narrative architecture with internal logic, player investment, and expandable lore. Story systems designed to grow with the game, not just launch with it.

TransferableLaunch Creative

Multi-platform campaigns from community seeding through day-one execution. The creative infrastructure that makes launches events, not releases.

High🧠Behavioral UX

Every friction point is a churn risk. Behavioral design applied to onboarding, progression loops, and monetization placement to reduce drop-off and increase LTV.

Building✏️Original IP Dev

Character design, visual identity, and narrative framework for original IP. From concept through style guide to production-ready assets.

Building📱Mobile-First Design

Touch-first UX, aspect ratio discipline, and monetization model design for mobile environments. Built for the platform players actually use.

Building🏆Community Strategy

Gaming communities built around creative identity, not product features. Pre-launch seeding, influencer architecture, and community governance.

Transferable🔬Communication Strategy

Your lore, brand, and UX should tell the same story — players notice immediately when they don't.

Level 03 Playable Demo — Tim & The Time Machine Interactive
TIM & THE TIME MACHINE
Score
0
Artifacts
0
Distance
0m
Original IP — In Development
Tim & The
Time Machine
Ancient Egypt, 1350 BC. Tim and his robot companion Spark race through the desert, collecting lost artifacts before the time portal closes.
SPACE or Jump TAP on mobile
Level 04 High Score Table — Career Record Verified
RankOrganizationScore / OutputBadge
01
Keep America BeautifulCreative Director — 2020–2023
11.9M ReachedNational Scale
02
Loch Harbour / DHS S&TLead Creative Director — 2017–2019
NAGC 1st PlaceAward Winner
03
Ecrion SoftwareMarketing Director — 2015–2016
Full GTM RebuildSaaS / Global
04
IC-CS GroupCreative Director — 2015–Present
5 VerticalsFractional CD
05
Athens Olympics / ApocalyptoCamera Crew — Independent
Athens 2004Global Broadcast
► Player 2 Has Entered the Game

Ready toLevel Up?

Gaming audiences demand authenticity. I build creative systems that players actually respect — because I understand what they're looking for before they do.

► Press Start — Let's Talk