Games, systems, and experiments exploring how structure shapes behaviour, how play creates meaning, and how thoughtful systems can turn complexity into something people actually want to engage with.
A habit-hacking tycoon game that turns real-world movement into long-term progress. Built over five years as a solo project exploring and showing how structured game systems can support long-term behaviour change. Designed to reshape behaviour through structure, ritual, and play.
Threkka treats exercise as something closer to ritual than routine. Players beam their characters out into the real world to train, then return to a strange parallel world where that effort becomes progress. The design explores how game mechanics, structure, and narrative framing can turn healthy behaviour into something people genuinely look forward to.
Real-world effort becomes in-game progress
Designed for sustainable habit change
Systems-led behaviour design, not badge-led gamification
Built for long-term progression
A rule-bending expansion deck for Shithead that lets players change the rules mid-game – provoking chaos, negotiation, and argument... on purpose.
Shitstirrer explores what happens when the rules of a game become part of the game itself. Instead of a fixed system, players gain tools to mutate the rules mid-play, creating moments of surprise, negotiation, and strategic mischief. The result is a familiar folk card game that constantly reinvents itself.
Built around rule mutation
Space for negotiation, politics, skulduggery, and revenge
Prototype-led development
Expansion-ready system architecture
Not quite a project – more an ongoing philosophy that I’m still working out how to present to the world. So I guess I’m starting here. Eikkie grew out of years of reading and thinking about kinship, indigenous knowledge, landscape, compassion, and climate. It’s my attempt to sketch a practical way of leaving a positive footprint on the world. We’re all heading to the Bad Place eventually; we might as well try to do some good on the way.
At its core is a simple shift in perspective. Instead of asking what’s best for me?, Eikkie asks what’s best for the wellbeing of my kin? And kin, in this sense, is expansive – people, animals, landscapes, rivers, and the environments we share. By decentring ourselves from our decisions, it becomes easier to act with care, responsibility, and generosity. Simple enough to remember, flexible enough to apply anywhere.
'Eikkie' stands for 'Everything is Kin; Kin is Everything'.
An entire philosophy, in six words
A systems view of ethics and responsibility
Decentring the self in everyday decisions
A framework for acting in an interconnected world
Not all my users are human. My girlfriend, Hel, has a dog, called Ada. And if we're on the sofa watching the telly, we've learned that when Ada leaves the room, where she goes is important. Turn to the left, and she's probably heading to the kitchen for food or water. If she turns to the right, she's probably signalling to us that she needs the toilet. But turning our heads to watch is like... such a chore?
I figured this was solvable.
So I bought my first microprocessor board, and a few time-of-flight sensors, downloaded the Arduino IDE, did some coding, and did some soldering – and lo the Ada Detection Apparatus was born. Now if Ada turns right, triggers the first sensor, and then triggers the second, either the lightstrip on the back of the TV will flash an alert (if the TV's off), or we'll get an on-screen message (if it's on).
Identified a behavioural pattern in a non-human user and designed a system around it.
Solved a false-positive problem by adding a third TOF sensor to filter out humans passing through.
Built on an Adafruit board. This was meant to happen.
Total cost: too much. Total number of accidents since deployment: zero. Worth it.