ELIAS_VANCE

Games should make you feel something you cannot name — and spend the rest of your life trying to.

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Act I — Process

The work before the work.

Level design treated like clockwork engineering. Every system interlocks. Every decision leaves a trace.

Level design sketch with annotated pathways and enemy placements
LEVEL_04 — enemy patrol mesh v7
→ chokepoint here intentional
Code fragments and system architecture diagram on dark monitor
STATE_MACHINE — player_controller.gd
→ 3 states, 0 spaghetti
Concept art environment with neon lighting and urban architecture
ENV_CONCEPT — district_seven
→ every light source is a narrative beat

Field Notes — Design Journal

Observations from the workbench.

MECHANIC NOTE2026.01.14 — 02:47

On the weight of a jump

The problem with most platformers is they confuse responsiveness with weightlessness. A jump should feel like a decision — not a reflex. Gravity is a design tool, not a physics constraint.

LEVEL DESIGN2026.02.03 — 00:12

Clockwork vs. sandbox

Level 4 prototype: every enemy patrol route interlocks. Pull one thread and the whole system reconfigures. Players haven't named it yet but they lean forward when they enter the room. That's the tell.

ITERATION LOG2026.02.19 — 03:31

Coyote time: 8 frames

Tested 6f, 8f, 10f, 12f. 8 frames is the invisible number — players don't feel it, they just feel like they're good at the game. That's the goal. Never let them see the scaffolding.

Act II — Shipped Work

Games that shipped.

Two released titles. Both built around a single mechanic that had to sing — or the whole thing would fall apart.

Dark atmospheric game environment with neon light sources and geometric architecture
2024
PUZZLE-PLATFORMERGODOT 4STEAM

MERIDIAN

Lead Designer — Solo Dev

A puzzle-platformer where the level itself is the mechanic. Players rotate gravity wells to reshape traversal paths. Every room has exactly one elegant solution and seventeen wrong ones that teach you why.

Core mechanic:Gravity rotation as core verb. No jump button. The environment is the character.
14,200
Wishlist in 30 days
47 min
Avg. session time
Retro CRT monitor displaying colorful game interface in dark room
2023
NARRATIVE RPGUNITYITCH.IO

HOLLOW FRAME

Systems Designer — 3-person team

A narrative RPG where memory is the only currency. Dialogue choices consume recollections — spend the wrong ones and characters forget who you are. Shipped in 72 hours for a jam, extended to a full release.

Core mechanic:Memory as resource. Forgetting as consequence. Every conversation is irreversible.
8,900
Downloads (itch)
#3 / 847
Jam ranking
Act III — Next Build

Something is being built.

It's not ready to be named yet. But the bones are there, and they're the best ones I've ever designed.

CLASSIFIED DOCUMENT
PROJECT BRIEF — INTERNAL USE ONLY
EYES ONLY
PROJECT CODENAME:████████
GENRE:████████████
ENGINE:██████
CORE MECHANIC:████████████████████████████████
TARGET PLATFORM:██████████
EST. RELEASE:████ ████
STATUS:████ ███████ — ██%
* Hover redacted fields to reveal. Some information remains classified until Early Access.
Dark atmospheric environment concept with industrial architecture and blue lighting
[HOVER TO PREVIEW]
ENV_CONCEPT_003 — [REDACTED]
Circuit board macro photography suggesting technological game aesthetic
[REDACTED]
SYS_DIAGRAM_001 — [CLASSIFIED]
Dark moody environment with neon purple lighting suggesting game world
[REDACTED]
MOOD_BOARD_007 — [REDACTED]
Designer note:"This one has a mechanic I've never seen in a shipped game. That's either a red flag or the whole point."
Early Access Waitlist

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