Designing interactive systems – not isolated experiences
Across my work with games, learning and interactive platforms, I have consistently designed systems that respond to human choice rather than delivering fixed experiences.
My background in game design shaped a fundamental understanding of interaction as something that unfolds over time: people make choices, those choices have consequences, and the system adapts in response. Early projects such as MissLead (MobiSoap, 2007) explored this explicitly, allowing player behaviour to shape progression and outcomes through feedback mechanisms tied to motivation and values.
Later, in large-scale game development at Funcom (Age of Conan, MMORPG, 2008) & The Secret World, MMORPG, 2012), this thinking matured through work on complex systems and player onboarding. Tutorials and early gameplay were designed not as instructions, but as structured interactions — allowing players to learn core mechanics by making choices, experiencing consequences and gradually understanding the underlying systems.
This approach carried over into my work with learning systems and platforms. Rather than designing isolated activities, learning environments were treated as adaptive systems shaped by participant decisions, engagement and use over time. The focus was on enabling understanding through interaction — allowing people to explore, test, adjust and return, rather than simply complete predefined paths.
What this shows
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A deep understanding of choice-driven systems and adaptive design
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Experience designing environments where human decisions shape outcomes
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Ability to translate game mechanics and feedback loops into learning contexts
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A consistent focus on learning through interaction, consequence and progression
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