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INTERACTIVE PRODUCTS / GAME ENGINEERING

Fornward.
A product in motion.

An evolving portrait-first mobile action RPG project, where creative decisions meet technical constraints, testing and release discipline.

INDEPENDENT PRODUCTTYPESCRIPT / PLAYCANVASIN DEVELOPMENT
PRODUCT

Portrait-first mobile action RPG

MY ROLE

Direction, AI-led execution and hands-on QA

THE QUESTION

How can complex gameplay feel natural on a small screen?

Fornward early public test — landing-screen capture, not gameplay footage.

01 / THE PRODUCT

Build for the small screen.

Fornward is an independently directed mobile game project. The work involves gameplay and progression ideas, art and asset workflows, device constraints, testing and evolving implementation architecture.

02 / MY ROLE

Creative direction meets systems thinking.

My contribution spans product and design decisions, development direction, workflows, review structure and manual QA. AI tools perform much of the code reading, debugging and implementation; I direct and evaluate the work with automated checks and hands-on testing.

03 / ENGINEERING CONSIDERATIONS

Constraints are part of the design.

Mobile-first

Consider interface, pacing and usability on a narrow touch display.

Performance

Track practical limits such as asset payload and frame timing, rather than relying on visual impressions.

Release discipline

Use verification gates to connect builds with what actually reaches production.

04 / WHAT WE CAN SHOW

From project record to public evidence.

Dated test, performance and deployment records inform development decisions. This case study does not present unsupported benchmark figures or describe a landing-screen image as gameplay evidence.

Visit project website (external)