Systems architect / Game designer / Venture builder

I make complex systems usable.

I design gameplay ecosystems and AI-assisted product workflows that turn messy problems into shippable systems.

01Gameplay systemscombat, progression, economies
02AI product systemssignals, workflows, useful context
03Technical leadershiparchitecture, documentation, delivery
SELECTED_SYSTEMS / 2022 - PRESENT

Different domains. Same instinct: find the structure.

The work changes shape, but the job stays consistent: reduce ambiguity, model the system, and make the next decision easier.

01
ALWAYS GEEKY GAMES / LIVE SERVICE

Voxie Tactics and connected gameplay systems

Lead design across combat, progression, matchmaking, itemization, rewards, economies, AI-driven gameplay, and live operations for a tactical RPG.

combat architectureprogressionlive ops
Lead Game DesignerGame systems at production scale
02
KING LEAD LAB / VENTURE

Lead intelligence for commercial teams

Building a practical signal-to-action workflow that helps owners, business development leaders, estimators, and sales teams find better-fit opportunities with source-backed context.

AI product systemsworkflow designventure building
03
TECHNICAL OPERATIONS / FOUNDATIONS

Cloud, infrastructure, and systems leadership

Earlier technology leadership across cloud migration, cybersecurity, enterprise infrastructure, disaster recovery, and multi-site operations.

Azureoperationstechnical strategy
Technology leadershipArchitecture that teams can run
CAPABILITY_MAP / HOW I WORK

Strong systems make room for better decisions.

I work where product intent, player behavior, technical constraints, and business reality meet.

COMBAT_SYSTEMS

Readable gameplay

I build combat systems players can learn, mastery curves they can grow into, and balance frameworks teams can maintain over time.

  • Damage scaling and mitigation math
  • Targeting patterns and counterplay structure
  • Gear progression that preserves balance
PROGRESSION_ARCH

Progression with purpose

Progression should unlock meaningful decisions, not simply inflate stats. I design reward pacing and content structures that guide players without creating degenerate loops.

  • Zone bands and content gating
  • Recipe graphs with bounded complexity
  • EXP/hour tuning to reduce farming exploits
ECONOMY_DESIGN

Durable economies

I model sources, sinks, rewards, marketplace pressure, and long-tail behavior so live systems can stay healthy under real player behavior.

  • Token sink/source equilibrium models
  • Marketplace pricing architecture
  • Inflation and exploit mitigation
LIVE_OPERATIONS

Documentation that ships

Good systems fail when the handoff fails. I create specs, data structures, edge-case documentation, and implementation-ready materials that reduce ambiguity between teams.

  • Ability and item data specifications
  • Content tables for zones and drops
  • Patch cadence and release frameworks

System Terminal

A working index of the systems behind the résumé. Type help to explore.

bradking.me / terminal
> System ready. Type help for commands.
>

Contact

For thoughtful collaboration across games, AI product systems, technical strategy, and venture building.

DIRECT

me@bradking.me

For consulting, contract work, design leadership, or collaboration where a complex problem needs a clearer system.

If you need someone who can connect product intent, technical reality, and usable execution, let's talk.

SCOPE

What I Take On

  • Gameplay and economy system architecture
  • AI-assisted product workflows
  • Technical product and venture strategy
  • Live operations, tuning, and balance passes
  • Design leadership and implementation specs
SYS_STATUS NOMINAL
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SECTION HERO