Games, Simulation & Interactive Systems

Architecture and devlogs from real games (Abuela, Hippi Kingdom) and from agentic simulations of business processes and customer experience — interactive systems where the design problem is what the system does, not just what it shows.

A game economy design essay for Hippi Kingdom covering currency loops, sinks and sources, telemetry, a rejected progression model, and the balancing mistake that made hoarding look like engagement.

Outcome: Created an economy balancing framework that separates progression health from currency hoarding, making pacing, reward pressure, and retention tradeoffs easier to test.