About Me

My Design Vision

My vision is to create games that feel fresh, feel new, and feel intuitive. I want to design experiences that pull players in and leave a lasting impression. If players say, “Let’s play again,” or “That was fun,” then I’ve done my job.

To make that happen, I start with questions. What combinations of mechanics and themes have board games missed? What mechanics and themes have been overlooked or forgotten? Sometimes the answer is a forgotten mechanic. Other times, it’s a twist on the familiar. I want every game I make to feel fresh, to offer a new experience, and to make players wonder why no one had done it that way before.


My Design Manifesto

1. Start By Exploring Possibilities

Every design begins with a question:

What is possible?

Inspired by the OK GO Ted Talk, I wanted to come up with a fresh and enjoyable board game to play.
I search for mechanics that have been underused (Mancala), misused (Roll-and-Move), or forgotten (Auction: Dutch Priority).
I search for themes that have neglected, underrepresented, or never tried.

2. Small Changes, Forgotten Tools

My design philosophy is simple.

  • Take familiar mechanics and/or themes and reshape how they are played.
  • Take underused or overlooked mechanics and/or themes and apply them in a new way.
  • Combine.
Multiple interacting Tug-of-War tracks. Contracts you don’t want to fulfill. A race game with words that isn’t a word game.

Sometimes the surprise comes from a twist on something players already know. Other times, it comes from using something they never expected to see.

Either way, the goal is the same: to show what happens when we look beyond what is commonly done.

3. Mechanics Fade into the Background

I design for the player, not for the mechanic. I want players to:

  • Feel welcome when they sit down
  • Feel clever as they explore
  • Feel wonder when they discover something new

If players forget the system and just play, and they say “that felt different, but I don’t know why,” then the design has done its job.

4. Reward the Player

I want my games to allow players to be clever, curious, and risk-takers.

Simple rules anyone can learn. Balanced games where everyone has a chance to win. Deliver satisfying moments that reward players.

5. My Legacy is to Inspire

I want to inspire current and future game designers to create.
If someone picks up one of my games and sees a new possibility for their own work, then I know I’ve created something that matters.

Reframe the familiar. Rediscover the overlooked. Show what’s possible.