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-Window Systems 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 like designing a mechanic, getting it playable, and then pushing on it until the interesting part becomes obvious. Most of that work happens on small teams where design and implementation stay close together.

Narrative design and team leadership are part of that work too, especially when choices need consequences or a jam needs to move from a strange idea to a finished build.

More about me →

Most of my work lives in the overlap between deciding how a game should work and actually building the thing players touch.

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

Prototyping player-facing systems in engine, testing them immediately, and iterating on the design through the code instead of treating implementation as a separate handoff.

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?