Systems Design
Systems architecture across simulation design, live-service progression, behavioral AI, and narrative systems, built in Unity and Unreal Engine 5, iterated through structured playtesting.
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A behavioral interpretation system where 30–40+ non-verbal inputs drive NPC emotional state, gating narrative, progression, and story outcomes — without a single explicit dialogue choice.
7 interdependent systems continuously updating a shared city state — where no decision exists in isolation, preparedness is emergent, and every action cascades across environmental, social, and infrastructural layers.
Live-service progression architecture tuned across four player segments to sustain engagement across a full season — preventing early exhaustion and mid-game stall through non-linear XP curve design and telemetry-driven iteration.
Behavior Trees and EQS driving adaptive AI across 5 enemy types, with a 4-faction reputation system that dynamically modifies encounter behavior, access, and world state based on accumulated player history.
A pressure-driven storytelling system built on structured constraint — 80–100 cards across 5 categories, a stochastic Sultan evaluation layer, and a round-based escalation curve that turns narrative into survival.