top of page
Design Analysis & Dev Diaries
Game design breakdowns, analysis of games I've learned from, and notes from building UKoR, Koel, and First Springs.


Koel's reactive story system
Told through the moments it produces. A narrative designer's wet dream and nightmare 1. Faction disposition, and the fact that nobody tells you the number You come back to the counting house eight days after the salt job. Amachi does not look up. "Sit." You sit. Last time she made you stand through the entire briefing and used your full name twice. "There's a second thing," she says, still writing. "Off the books. You can hear it or you can leave before I say it, and I'd thi
karthi keyan
Aug 1515 min read


My Personal Playbook for Designing Stealth
Systems, levels, enemies. In roughly the order I do them. I trained as an architect before I started making games, which for a long time I treated as a slightly embarrassing detour. Four years learning to draw buildings nobody was going to let me build. It stopped being embarrassing the first time I had to explain to my fellow level designer why his room didn't work(career risking move, i know) . He'd built a beautiful arena. It had four entrances, a mezzanine that saw everyt
karthi keyan
Aug 1521 min read
Why Koel Has No Morality Meter
Every designer's first instinct when building a reactive world is to add a morality meter. It makes sense on paper. You want the player to feel the weight of their choices. You want those choices to matter. A bar that fills or empties is clean, readable, unambiguous. It tells the player: you are becoming something. I built one for Koel. Then I deleted it. The Problem with Meters Morality meters don't measure morality. They measure optimization. The moment a player sees a met
karthi keyan
Jun 213 min read
bottom of page