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.
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.
Games + Projects
- Unity 6Very Serious Juniper Dev Game Jam
- Phaser 3Gamedev.js Jam 2026
- Godot 4.6Wavedash Spring Jam 26
Tools & AI
saas · ai · agentic-ai
league-of-legends · full-stack · vue
saas · ai · mcp
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.
5 min read
ThunderBashers: shipping a Unity brawler in five days
An engine pivot with the clock running, a core mechanic that fought back, and the lesson that readability is a mechanic.
postmortem unity jam game-feel ai-design3 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 process3 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-driven4 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-design3 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
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











