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

Current Systems Experiments

Ongoing personal projects where I explore rule grammars, 4X structure, emergent card systems, and long-form progression design.