Christian D'Albano

Gameplay EngineerOrlando, FL

I engineer, design, and paint games end to end.

Deterministic combat systems, data-driven tuning, bot AI with personality. I make the art myself.

About

Who I am

I’m a gameplay engineer who ships small, complete games end to end, across three engines. The systems are the point: deterministic combat math, event-driven architecture, and data-driven tuning that lets design iterate without touching code. I also make all the art myself.

ThunderBashers is a 2.5D Unity arena brawler built around a single verb (spin to strike and parry), with a 3-arena campaign against bots driven by data profiles: reaction time, aim error, spin skill, panic threshold. Spare Knight is a tactical roguelike in Phaser 3 with speed-based initiative on an isometric grid, no attack RNG, souls-like timing reactions, and a world I hand-painted in Krita. I Won’t Be Abducted is a tabletop-defense game in Godot, built on data-driven resources and a signal bus, with a twist that reframes the whole game in its last beat.

I’m most interested in work where games and AI meet.

LIBRARY

Games + Projects

Tools & AI

  • A SaaS that turns coaching frameworks into structured learning programs. I designed and built the agentic-AI orchestration system behind its quizzes and modular content, solo.

    saas · ai · agentic-ai

  • A League of Legends gold-efficiency tool built around the question item designers balance against, what is a stat point actually worth. Scores every item, compares full builds, auto-syncs from Riot's API weekly.

    league-of-legends · full-stack · vue

  • An AI resume and cover-letter builder with a structured document model, rich-text editing, and an MCP server that lets AI clients read and edit documents directly.

    saas · ai · mcp

Writing

Design Notes

3 min read

Spare Knight: teaching the UI to explain itself

A post-jam overhaul driven by one comment thread: new typography, a token system inside Phaser, tooltips that read the mechanics, and two soft-lock bugs run to ground.

devlog ui phaser readability combat-design
  • 3 min read

    This site is the case study

    Three token layers, eleven motion presets, two identities from one codebase, and a two-agent Claude workflow that keeps design authority and implementation honest.

    design-systems nuxt tokens motion ai-tooling process
  • 3 min read

    Tuning fear by numbers

    How I Won't Be Abducted ramps difficulty with zero new mechanics: every knob lives in a Godot resource, and the player's kit never changes.

    systems-design godot difficulty data-driven
  • 4 min read

    I Won't Be Abducted: a 63-hour postmortem

    Shipping a tabletop-defense game solo in one weekend: scope guardrails, a mid-jam economy cut, and hiding the real game underneath the game.

    postmortem godot jam narrative-design
  • 3 min read

    Spare Knight: 13 days, no dice

    Designing a tactical roguelike where every attack lands: initiative from speed, commitment instead of RNG, and a hand-painted world made in Krita.

    postmortem phaser jam combat-design art
LOADOUT

Equipped

▸ EQUIPPED
  • Languages

    • TypeScript
    • JavaScript
    • Python
    • SQL
    • GDScript
  • Frontend

    • Vue 3
    • React
    • Blazor
    • Tailwind
    • Chart.js
    • Tiptap
  • AI & Agentic

    • Claude Code
    • Claude API
    • Cursor
    • MCP
    • Multi-agent orchestration
    • Prompt engineering
    • Structured output
  • Game Dev

    • Phaser 3
    • Godot 4
    • GDScript
    • Krita
    • Hand-painted art
    • Data-driven design

Let's build something.

chrisdalbano12@gmail.com

© 2026 Christian D'Albano · Hand-built design system — Nuxt 4, Tailwind, motion-v. Tokens and motion vocabulary by me.