Selected Work
Hack and Slash — Producer
Led production on a school game project, turning creative ambition into a structured backlog and keeping a cross-discipline team aligned toward the Gold milestone.
Anno Pax Romana — Self-initiated Case Study
Redesigned the console trade route workflow for Anno Pax Romana. One extra click that removed twenty.
CK3 — Anthropological Event Framework
A design methodology proposal: using anthropological theory to make CK3 events feel socially legible, culturally distinct, and more meaningful.
Matsvinskollen — Mobile Prototype
Designed a quiz-based mobile experience to explore whether gamification could shift how people can minimize food waste.
Project Trash — Game UX & UI Structure
Structured the UX and UI architecture for a chaotic physics-based game across a team of 14 in two cities.
About Me
Hey, I'm Charlie. I work with Game UI/UX, but I tend to think in systems and production as much as pixels.
I've studied anthropology, built games, designed interfaces, and somewhere along the way realized I like connecting the dots between people, mechanics, and structure. I'm comfortable jumping between research, UI, playtesting, and backlog discussions if that's what helps the team move forward.
I've also noticed that I naturally step into a producer mindset. I care about having a clear direction, making sure everyone understands the goal, and reducing unnecessary friction in the process. Not by controlling things, but by creating clarity.
At the same time, I'm genuinely curious about players. I like watching how people interact, where they hesitate, what confuses them, and what makes things click. That's usually where the real design decisions happen.
Right now I'm specializing in Game UI/UX at Futuregames, focusing on building interfaces that feel readable, responsive, and grounded in how games actually work.
I structure UI with clear hierarchy and reusable components so teams can build consistently.
I prototype early and often to test pacing, feedback, and clarity before production.
I run playtests, observe friction points, and turn real player behavior into design decisions.