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Gig Crawler

A roguelite in development, where I design the systems, the enemies and the player experience.

Gig Crawler key art: four heroes at the centre above the game's logo, with monsters closing in from both sides
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.

Full Gig Crawler key art: a giant chained skull with glowing red eyes looms over four heroes as a ghostly wolf, a fanged slime and other monsters close in
Gig Crawler key art.

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.

Next project

When Stars Speak

When Stars Speak key art: a glowing manta-ray constellation above a figure at a telescope

Contact

Got a game that needs its systems sharpened — or its interface untangled?