Harrison
Alonso

Game / Systems Designer Gameplay Programmer
Currently Looking for Summer 2027 opportunities in gameplay programming and technical game design.
Harrison Alonso

Showcase

A few games that best show how I design, program, and build ideas with small teams.

Apoplectic

Apoplectic

GameMakerProgramming + VFX + WritingTeam of 4 (2026)
Gameplay ProgrammingBullet HellMusic SynchronizationVFXNarrative

A rhythm bullet hell about freeing a band from its demon agent. Winner of Mini Jam 219, with attacks timed to the music.

View case study →
Shuddap

Shuddap

Unity Lead Programmer + Game Designer Team of 3 (2026)
Gameplay AI Technical Design Social Deduction Card Systems Python Simulation

A social-deduction card game where AI opponents lie, track claims, and call out suspicious players.

View case study →
Biscuit Bandits

Biscuit Bandits

GameMaker Main Programmer + Narrative Systems Team of 3 (2025 to Present)
Technical Narrative Systems Design Roguelike Procedural Storytelling JSON + GML

A narrative dice roguelike where crew, choices, and faction relationships reshape each voyage.

View case study →
Train Track Trouble

Train Track Trouble

GameMaker Main Programmer + Game Designer Team of 3 (2025)
Gameplay Programming Systems Design Arcade Track Building Game Feel + Pacing

A mouse-only arcade game about laying track, rerouting passengers, and fixing mistakes while the train keeps moving.

View case study →

About

Harrison Alonso More about me →

I'm Harrison. I'm a Computer Science student at the University of Oregon focused on systems / game design and gameplay implementation.

Most of my experience comes from game jams and small teams, moving between design, programming, writing, and getting a finished build out. GameMaker / GML is my main engine. I’m also proficient with Unity / C# and currently learning Unreal Engine / C++ through a new prototype. I like stories that change what players do or care about, and I write short fiction outside of games, too. I was born in London, grew up in California, and now study in Oregon.

More about me →

Systems design

I build rules that give players something to figure out. In Shuddap, personality, trust, and memory make Bruce and Sal play the same card game differently.

Shuddap: inside the AI →

Writing & narrative design

I write characters, choices, and consequences. For Biscuit Bandits, I rewrote 45 encounters and connected recurring faction stories so a shuffled voyage still has a payoff.

Biscuit Bandits: an authored voyage →
◇

GameMaker

GML

Unity

C#

Unreal Engine

C++

Git / GitHub

>_

Python

{ }

JSON

Want to talk?