Harrison
Alonso

Game / Systems Designer Gameplay Programmer

I make games built around strange mechanics, player decisions, and systems that are fun to push against.

CURRENTLY Expanding Biscuit Bandits into a larger demo.
Harrison Alonso
ABOUT →

Showcase

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

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.

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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.

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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.

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Apart

Apart

GameMaker Cross-Tab Puzzle Design Team of 2 (2023)
Experimental Design Puzzle Design Cross-Window Two Playstyles Gameplay + Art

A game played across two browser tabs, with two characters solving connected halves of the same world.

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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.

I design mechanics, build them in engine, and iterate until the fun part is clear.

More about me →

My work is split between systems design and gameplay programming.

Systems / Game Design

Mechanics, encounters, progression, probability, pacing, balance, and playtesting. I care most about how systems change the decisions a player makes moment to moment.

MECHANICS · BALANCE · PACING · PLAYER CHOICE

Gameplay Implementation

Building mechanics in engine, testing them immediately, and changing the design through the code.

PROTOTYPING · GAMEPLAY CODE · DEBUGGING · ITERATION

Narrative Design

Branching dialogue, characters, and consequences when story can make a mechanical choice land harder.

Team Leadership

Setting direction, dividing work, writing task lists, and keeping small teams moving toward something finished.

TOOLS I USE

GameMaker

GML

PRIMARY ENGINE

Unity

C#

GAMEPLAY SYSTEMS

Git / GitHub

Version Control

COLLABORATION
>_

Python

Scripting

TOOLS + AUTOMATION
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JSON

Data + Content

GAME DATA

Want to talk?