ABOUT THE STUDIO
Games shaped by curiosity, change, and the details that make a world feel alive.
Games shaped by curiosity, change, and the details that make a world feel alive.
Brok3n by Design is an independent game studio where each project is designed, directed, and built by a single creator using modern creative tools.
The studio makes strange games, dark humor, and worlds worth exploring. Each project follows one creative vision, from the first idea through design, production, and the details that make it feel alive.
I'm the creator behind Brok3n by Design: a lifelong gamer, single dad, and full-time tech with a passion for making things. I design the systems, shape the worlds, and keep refining each project until the game on the screen feels like the one I set out to make.
CREATIVE ROOTS
A lifelong love of games, shaped by years of image, video, and audio editing.
EARLY EXPLORATIONS
Concept artwork and interactive experiments helped shape the studio’s creative practice.
WORLDS YOU CAN VISIT
Pocket Wilds and WRFM turn those interests into experiences you can explore.
I've been playing games since the '80s, from Mario to PC gaming and point-and-click adventures like King's Quest. That mix of exploration, character, and unexpected discoveries still shapes what I make.
My creative background is in Photoshop, video editing, and audio. Years spent cutting gameplay and GTA videos taught me timing, pacing, and how a small detail can make a story or a joke land.
Around 2022–2023, I began bringing AI-assisted tools into that practice and developing interactive projects. Those experiments grew into the studio's way of working: one creator directing the project, choosing the tools, and refining the result.
One of my first serious experiments was a card game about strange, damaged, forgotten dolls. Hundreds of them, each with abilities and backstories. A doll abandoned outside for decades should play differently from a porcelain doll that spent its life untouched on a shelf.
That taught me how much work there still was: regenerate the image, edit it, name the doll, write its history, then figure out whether its abilities work with everything else. The project got too big and went on the shelf. Appropriately enough for a doll game. I'd still like to return to it.
An early blockchain game became a lesson in scope, iteration, and choosing the right workflow. That project is shelved, but the experience helped shape how I develop and evaluate new ideas.
The Department of Questionable Inventions started as a weird personality test. Naturally, I couldn't leave it alone. Soon there were clearance levels, offices to explore, things to unlock and a fictional organization with much more going on beneath the surface. It's currently on hold while I focus on other projects.
One piece of that world became WRFM — Workplace Relief Frequency: a fictional radio station with music, a host, call-ins, developer jokes and commercials for businesses that sound almost legitimate until you listen to what they're selling.
WRFM brought the studio's interests in sound, worldbuilding, and interactive design together. It's now a live station you can listen to, explore, and keep finding things in.
Design. Build. Play. Refine.
I call the studio's iterative development process Flow Programming.
Each pass starts with a design decision, continues through building and playtesting, and ends with a closer look at what works. I use modern creative tools, including AI-assisted workflows, to explore ideas and develop the project. I choose the direction, evaluate the results, and rebuild what doesn't feel right.
The game runs. You can play it. Systems work. But nothing is locked. Balance, design, features, and feel remain fluid while the real work happens — the quiet, stubborn fine-tuning that turns “it works” into “this is it.”
One creative vision, carried through every iteration.
Look, "Flawless by Design" felt like a lie, and the domain was probably taken anyway.
The honest version: a game rarely arrives fully formed. Mine usually runs early, then changes—sometimes dramatically—as I build, play, question, and rebuild it. Systems get tuned, ideas move around, and small details keep accumulating until the project finds the shape it was reaching for all along.
"Brok3n" is about being willing to take the work apart on purpose. Nothing is too precious to rethink, and every version leaves something useful behind for the next one.
And the "3" instead of an "e"? Every indie dev is contractually required to swap at least one vowel for a number. I don't make the rules. I just quietly resent them.
A game can be rough around the edges, but it has to feel right. I'll rebuild the same system ten times until it plays the way it does in my head.
Design, build, play, refine. I direct the process, test the results, and keep shaping each system until it earns its place in the game.
I'd rather keep pushing an unusual idea until it feels memorable than settle for something safe and forgettable.
Each project is designed, directed, and built by a single creator. The worlds, mechanics, sound, and awkward jokes are shaped together as parts of the same experience.
Pocket Wilds became a retro adventure with Zelda influences, exploration and bigger battles that switch to turn-based combat. I direct its art, music, sound, dialogue, and development as one complete experience. It's playable now, with testing and polish continuing through development.
That became Speck. Zoom in and that tiny speck becomes a little grid-based character. One of my favourite ideas is Speck Studio, an in-game pixel editor for customizing characters, furniture, buildings and objects. Underneath that deliberately simple look is a whole world of survival, crafting, building and exploration. Apparently even my smallest idea had to become enormous.
I love dice games, card games and how something like Balatro builds so much around a simple mechanic. Glass & Fortune grew out of that fascination. Five glass dice, a masked cat, and the urge to try one more run. That feeling keeps guiding the design.
It's planned to be the studio's first commercial Steam release. The next steps include testing, screenshots, trailers, and release preparation.
I've always liked storage-auction shows, which led to Bid & Buried. I wanted more than buying a locker, selling everything and watching a number go up. I wanted objects with histories, strange discoveries, collections and rival bidders with personalities. You're hunting for interesting things as much as expensive ones. The core loop is taking shape, with artwork and audio still in development.
There are more ideas waiting: a huge maze where choices have consequences, even a comedy/skit project. Each explores a different corner of what the studio can make.
You can see the full list and current status on the main page under Games and Labs.
Independent creation. Direction at every step.
Modern creative tools are part of how Brok3n by Design operates. The process combines design, image and audio editing, development, and AI-assisted workflows under one creator's direction.
I decide what each game is, how it plays, and what belongs in its world. That means shaping artwork, working with sound, rewriting dialogue, changing mechanics, and playing through the results.
Experimentation is part of the work. Some ideas become features; others get revised or cut. The choices that shape the finished experience stay with me throughout development.
Independently created by Brok3n by Design.
Fresh development notes, screenshots, experiments, and whatever is currently taking shape in the studio.
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