Role & scope
Game Director & Co-Founder · B&L Studio
2018 — 2020
The problem
Turn a highly abstract idea—being a letter—into a mechanic players could understand physically, then build enough systemic and level depth for a complete independent PC product.
Decisions I owned
- 01
Created the alphabet-transformation concept and its interaction rules.
- 02
Directed game design, level logic, visual communication, and Unity implementation.
- 03
Balanced creative ambition against the business and production limits of a small independent studio.
How it moved
- 01
Built rapid Unity prototypes to test whether each letter form created a distinct, readable affordance.
- 02
Used exhibitions and competitions as structured external feedback, not simply promotion.
- 03
Handled project management and business operations alongside development.
Outcome
- 01
Built a playable A–Z transformation system and expanded the original game-jam concept into an independent PC project.
- 02
Validated mechanic readability and level design through exhibitions, competitions and external pitching.
- 03
Built a public Steam store page and trailer; B&L Studio wound down before commercial release, and WORDER remained unreleased.
- 04
Earned seven selected awards and placements, detailed below.
Constraints
As a co-founder in a small studio, direction, implementation, pitching and business work competed for the same limited time. B&L Studio wound down before WORDER’s commercial release, so the case focuses on the playable product, decisions and public recognition rather than release or commercial metrics.
Case focus
An original mechanic was carried coherently from concept through player communication, systems, level design and Unity implementation.
