Gabriel Ramos
Systems & Game Designer
A designer who sees the big picture in the details.
Player Agency and Rewarding Creativity
Some of my fondest memories from games are the moments I had a hand in making: the build I worked out, the combo I discovered, the plan that worked because it was mine. That's what I design toward: hand players the pieces, make them easy to pick up, and pay them back for putting them together.
Principles
- Try anything. Keep what's yours.
I like loot that invites you to play differently rather than forcing you to, with the player keeping the final say.
- Easy to pick up. Deep enough to stay.
One thing at a time, few words, and a first step anyone can take. The depth waits for the players who want it.
- Power you can see and feel.
To me, an upgrade lands hardest when it changes what happens on screen.