
Per game design tools
Small tools so each discipline can work without a programmer
- Role
- Lead Technical Designer
- Tools
- Godot 4, GDScript, Python, HTML
- Company
- Sovereign Axe Studios
- Year
- 2026
I owned the studio’s hypercasual line end to end: game design, development, and the tools and build pipeline behind every title. I ran the line’s meetings and set its priorities and milestones. I worked with the studio’s UI/UX designer, 2D artist, sound engineer, build engineer, technical director and writers to shape the pipeline around each discipline’s workflow, so art, audio, UX and narrative drop in through tools built for them, and the line scales with the team rather than around one person.
These are those tools. Level editors for the puzzle titles. A daily missions editor for live content. A Monte Carlo balance sim lab that plays the real game to measure it. Sound labs that hand the sound engineer stems and remix packs for their Reaper workflow. A ship builder, art drop in slots that let the artist replace generated art piece by piece, and procedural audio generators. Each game’s README doubles as onboarding, with Unity and Unreal equivalents for teammates new to Godot.