Spriggan

OVERVIEW

I co-founded Insomnia Development and served as Game Director for Spriggan, a medieval first-person multiplayer city management and wave-defense hybrid. Over two years, I led core technical development and system design, shaping the project’s multiplayer architecture, combat systems, and procedural worldbuilding foundations.

YEAR

2024

ROLE

GAME DIRECTOR

LEAD MULTIPLAYER PROGRAMMER

SERVICES

GAMEPLAY SYSTEM DESIGN

MULTIPLAYER PROGRAMMING

About the project

Spriggan was designed as a multiplayer medieval experience blending first-person directional combat with cooperative city-building and wave-defense mechanics. As Game Director, I was responsible for major system design and technical leadership, including writing the game’s multiplayer networking architecture and implementing core gameplay systems.

I developed procedural vegetation generation and contributed to advanced combat mechanics, archery systems, stealth gameplay, and both enemy and allied AI behaviors. I also designed and implemented a fully diegetic inventory system, allowing players to manage equipment directly through their in-world character model-looking down at their body to equip or remove clothing and items without breaking immersion. Alongside hands-on engineering, I led team growth and production direction as the studio expanded to a 12-person development team.

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Spriggan

OVERVIEW

I co-founded Insomnia Development and served as Game Director for Spriggan, a medieval first-person multiplayer city management and wave-defense hybrid. Over two years, I led core technical development and system design, shaping the project’s multiplayer architecture, combat systems, and procedural worldbuilding foundations.

YEAR

2024

ROLE

GAME DIRECTOR

LEAD MULTIPLAYER PROGRAMMER

SERVICES

GAMEPLAY SYSTEM DESIGN

MULTIPLAYER PROGRAMMING

About the project

Spriggan was designed as a multiplayer medieval experience blending first-person directional combat with cooperative city-building and wave-defense mechanics. As Game Director, I was responsible for major system design and technical leadership, including writing the game’s multiplayer networking architecture and implementing core gameplay systems.

I developed procedural vegetation generation and contributed to advanced combat mechanics, archery systems, stealth gameplay, and both enemy and allied AI behaviors. I also designed and implemented a fully diegetic inventory system, allowing players to manage equipment directly through their in-world character model-looking down at their body to equip or remove clothing and items without breaking immersion. Alongside hands-on engineering, I led team growth and production direction as the studio expanded to a 12-person development team.

image of a smartphone leaning on top of a record player
UI minimalistic widgets
Smooth Scroll
This will hide itself!

Spriggan

OVERVIEW

I co-founded Insomnia Development and served as Game Director for Spriggan, a medieval first-person multiplayer city management and wave-defense hybrid. Over two years, I led core technical development and system design, shaping the project’s multiplayer architecture, combat systems, and procedural worldbuilding foundations.

YEAR

2024

ROLE

GAME DIRECTOR

LEAD MULTIPLAYER PROGRAMMER

SERVICES

GAMEPLAY SYSTEM DESIGN

MULTIPLAYER PROGRAMMING

About the project

Spriggan was designed as a multiplayer medieval experience blending first-person directional combat with cooperative city-building and wave-defense mechanics. As Game Director, I was responsible for major system design and technical leadership, including writing the game’s multiplayer networking architecture and implementing core gameplay systems.

I developed procedural vegetation generation and contributed to advanced combat mechanics, archery systems, stealth gameplay, and both enemy and allied AI behaviors. I also designed and implemented a fully diegetic inventory system, allowing players to manage equipment directly through their in-world character model-looking down at their body to equip or remove clothing and items without breaking immersion. Alongside hands-on engineering, I led team growth and production direction as the studio expanded to a 12-person development team.

image of a smartphone leaning on top of a record player
UI minimalistic widgets
Smooth Scroll
This will hide itself!