Hello! I’m Leo, a senior at UW-Madison passionate about using games to tell stories, foster empathy, and provide engaging experiences for players. Throughout my time in Game Design 1, I’ve explored diverse design approaches, from narrative-driven educational games to fast-paced mechanical challenges. Each game I’ve created reflects my belief that games can entertain, educate, and inspire.
What Resonated With Me
The process of building narrative-driven games stood out to me the most this semester. Whether it was creating a skiing adventure in Devil’s Descent: A Ski Adventure or designing Through Their Eyes, an educational game about rare human disorders, I found myself drawn to storytelling as a way to connect with players. I also enjoyed experimenting with mechanical design in Rocket, Cannon, Fireball!, where fast-paced, Super Mario-inspired gameplay pushed me to think about player engagement and difficulty balancing.
What I Want to Create
I want to design games that offer players something meaningful beyond the immediate experience—whether it's a lesson, a new perspective, or simply a sense of connection. While I love branching narratives and educational storytelling, I also appreciate the challenge of creating tightly focused mechanical games that are fun and accessible.
What to Expect from My Games
When you play one of my games, you can expect an experience rooted in storytelling, empathy, and thoughtful design. I strive to create games that are more than just entertainment—they're opportunities for players to connect with new perspectives, reflect on important ideas, and immerse themselves in purposeful challenges.
My approach to game design is guided by a few key principles:
Through these principles, my goal is to craft games that are engaging, reflective, and memorable—experiences that players will carry with them long after the game ends.
Looking Ahead
In the future, I hope to continue blending storytelling with gameplay, creating games that entertain and leave a lasting impression. Whether I’m working on educational projects like Through Their Eyes or refining action-driven mechanics like in Rocket, Cannon, Fireball!, I’m excited to push the boundaries of what games can do.
For me, game design is about more than just creating an experience—it’s about making something that players carry with them after the game ends. Whether it’s a thought, a feeling, or a new perspective, my goal is to create games that matter.