Combat Design
  Combat systems across psychological behavioral encounters, systemic faction-driven action RPG, mobile aerial combat, and shipped live-service design.  Click any title to see the full breakdown.
A behavioral combat system where attention, presence, and composure replace traditional inputs. Players manage how they are perceived — not how much damage they deal. The player is the weapon and the target simultaneously.
Real-time melee and ranged combat where every encounter feeds into faction reputation and world state. Killing is not neutral — it is a statement the world remembers. 6 enemy archetypes across Behavior Tree-driven adaptive AI.
A shipped mobile aerial combat system where how you fly determines how fast you progress. Dynamic Damage System scaling with speed, accuracy, and positioning across 27 missions, 4 aircraft, and a live F2P economy on iOS and Android.