Unity • Systems Design • Prototyping • Player Experience

ORCPUNK Consulting

Game design & gameplay engineering for teams who want to ship something players feel.

WHAT I DO

I build gameplay that hits.

I help studios build gameplay that hits — loops that feel inevitable, levels that breathe, systems that want to be mastered, and prototypes that get people saying: "…oh wait, that's actually fun."

Gameplay systems design + implementation

Rapid prototyping & feature development

Level / encounter / progression systems

Game-feel, feedback loops, and juice

Technical + narrative integration

Scope and Feasability solutions

Cross-functional collaboration that unlocks velocity

ENGAGEMENT OPTIONS

Ways to collaborate

Prototype Sprint

Turn a concept into a playable experience you can test, pitch, or iterate on.

  • Two–four weeks
  • Fast builds, tight feedback loop, show-don't-tell
  • Ideal for feature exploration and investor-/publisher-ready proof of fun

Typically starts around the low five figures, depending on complexity.

Design Audit

A deep, tactical analysis of your game's systems and player experience — resistances, opportunities, and practical next steps.

  • Playtest + document review
  • Written findings with prioritized recommendations
  • Optional live walkthrough / implementation support

Most teams invest between $1K–$3K for an actionable report and call.

Fractional Support

Ongoing collaboration for studios that need a senior hybrid designer/engineer without a full-time hire.

  • Weekly or monthly retainers
  • Feature ownership + prototyping + gameplay iteration
  • Embedded with team or independent parallel work

Scoped monthly — typically 20–60 hours per cycle.

Real talk: games vary wildly in scope and messiness. Think of these as ballpark orbits — we'll shape scope around your goals before anyone touches a line of code.

HOW I WORK

Clear, fast, collaborative.

I've shipped indie titles, worked inside a scaled studio environment, and embedded with hybrid cross-disciplinary teams. I know how to lead, how to support, and how to not step on toes.

  • Player-first thinkingEvery idea goes through the "why does the player care?" filter
  • Bias toward actionThere is always something useful to build today
  • Constructive design critiqueDesign critique is constructive and aligned
  • Prototype early, iterate oftenPlaytest sooner than feels comfortable
  • Documentation that doesn't suckClear, digestible, and actually used

FIT

Teams I collaborate with

Indie teams punching above their weightFunded startups and "games-adjacent" product teamsStudios in need of rapid prototyping supportTeams wrestling with fun, feel, or scope clarityHardware-unique gaming experiences

Past collaborators:

Beat the Bomb • Outpost 4 • Antifun Bloc • Peloton Interactive • Remote Control Technology • Juncture Media

What They Say

Ready to talk?

Quick chat, zero pressure. Tell me what you're building.

Download the "Work With ORCPUNK" Guide

Every game has "a thing" — the heartbeat, the loop, the secret reason players stay. My whole job is helping teams find that thing and build around it. Let's make something players remember.