
Small screens.
Every interaction counts.
Timing, feedback, hierarchy and character had to work inside a very small surface. The craft was behavioural as well as visual.
The problem.
The opportunity.
A small screen leaves little room for an unclear state or a slow response. Players need to understand what they can do, feel the result and know why they succeeded or failed.
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The games archive spans physics-led puzzles, number games, learning and arcade sport. My work sat across art direction, visual language and production, in collaboration with game teams and external studios. Each title brought a different constraint, but the interaction loop always had to stay clear.
Feel is part of the interface. So is the next move.
Open image for a closer lookThe design
decisions.
- 01
Make the state readable
Character, hazards, score and controls need a hierarchy that survives movement and a small display.
- 02
Let feedback teach
The system explains itself through response: movement, sound, scoring, progress and recovery after a mistake.
- 03
Respect the constraint
Screen size, memory, input and production limits are design materials. The work has to feel intentional inside them.
What this
shows.
These games show the interaction craft behind later product work: making a system legible through what it does. A sales tool, vehicle service or money transfer still depends on that same sequence of expectation, action and response.
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The images are game and portfolio archive material. Titles were delivered by their credited studios and publishers; this page does not imply that I personally produced every asset.



