Biscuit Bandits
A narrative dice roguelike where crew, choices, and faction relationships reshape each voyage.
View case study →I make games built around strange mechanics, player decisions, and systems that are fun to push against.
A few games that best show how I design, program, and build ideas with small teams.
A narrative dice roguelike where crew, choices, and faction relationships reshape each voyage.
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A social-deduction card game where AI opponents lie, track claims, and call out suspicious players.
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A mouse-only arcade game about laying track, rerouting passengers, and fixing mistakes while the train keeps moving.
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A game played across two browser tabs, with two characters solving connected halves of the same world.
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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 →WHAT I DO
My work is split between systems design and gameplay programming.
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 CHOICEBuilding mechanics in engine, testing them immediately, and changing the design through the code.
PROTOTYPING · GAMEPLAY CODE · DEBUGGING · ITERATIONNarrative 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
GML
PRIMARY ENGINEC#
GAMEPLAY SYSTEMSVersion Control
COLLABORATIONScripting
TOOLS + AUTOMATIONData + Content
GAME DATACONTACT