- Unity
- C#
Gig Crawler
A roguelite in development, where I design the systems, the enemies and the player experience.

- Role
- Game Designer
- Team
- Slimy Studio
- Duration
- Ongoing
- Status
- In development
- Year
- 2026
My role
So far, my role on Gig Crawler has covered several design disciplines, from how the game plays to how it gets built.
I design how the game plays: the mechanics, the systems behind them and how they fit together. That includes the enemies: what each one does, how players read it and what it asks of them.
I also look after the player’s experience, making sure players understand what’s happening, what they can do and what to do next. I check those decisions with real players, planning and running the research myself. What people do tells me more than what they say afterwards, so I watch how they play and turn what I see into design changes.
And I bridge design and code: I turn ideas into something the programmers can build, and work with them on how each system comes together.

Where it stands
Gig Crawler is in active development, and the details of its design stay private for now. This case study will grow as there’s more I can share.
