Amerigo William De Pisapia
Game Systems Designer
Systems · Combat · Economy · Encounters
I design interconnected game systems: combat frameworks, progression curves, reward economies, enemy archetypes, and tabletop rulesets — rules that create decisions and stay readable under complexity.
Combat Systems
Progression Economy
Encounter Design
Enemy Archetypes
Reward Design
Balancing
Tabletop Rules
Playtest Iteration
Vespera Bononia
Game Systems Designer
Elemental reactions, 32 spells, Horror system, reward economy, multi-phase final boss.
Steam / PS5 · Unreal Engine 5
Beyond the Mist
Sole Game Designer
Tabletop deckbuilder, 204 encounter combinations, deception & legacy systems, 7 iterations from 6 blind playtests.
Proof of Concept · Tabletop Simulator
Idle Crops Tycoon
Game Designer / Programmer
Dual idle-defense loop, 100-level economy curve, prestige system, enemy archetypes, rewarded-ad strategy.
Mobile · Unity
Current Systems Experiments
Ongoing personal projects where I explore rule grammars, 4X structure, emergent card systems, and long-form progression design.
Court of Odd Things
Roguelite card builder based on a phrase grammar of Conditions, Activators, Durations, Tags, and hidden rule fragments.
Work in Progress · Unity
BIOdyssey
Turn-based 4X concept with mycelium conquest, population loyalty, branching Opportunity chains, and four victory paths.
Work in Progress · Unity