Games, Systems, and Play

Eight original concepts shaped by mechanics, player psychology, and iterative prototyping.

I design games by thinking in systems — how mechanics interact, how players behave, and how ideas evolve through iteration. Across eight original concepts, I've explored deckbuilders, aquatic combat, narrative simulations, mech-driven action, and hybrid genres that sit between familiar and strange.

My process blends AI-assisted art direction with hands-on prototyping in Godot and Unity. I build fast, test early, and refine until the experience feels right.

Original Game Concepts (8 Total)

Deckbuilder / Autobattler

GTDB

A card game built from your digital library. Retro-rad energy, pixel-leaning visuals, and a ruleset shaped by the logic of how players collect and interact with games.

GTDB card GTDB card GTDB card

Status: Active development — Godot 4.4

Survivor / Simulation

EnQueue

Think of all the places you tend to wait in line. All the faces you've quietly studied without meaning to. The moment you zone out, everything changes — and not everyone you meet in that other place is a stranger.

EnQueue character EnQueue character EnQueue character

Status: Character library + early 3D exploration

Aquatic SHMUP

Bloom Circuit Tides

An underwater combat experience built around motion, glow, and rhythm. Bioluminescent creatures, modular ship silhouettes, and a pseudo-AR presentation style.

BCT ship BCT ship BCT ship

Status: Visual library + Unity prototype

Action RPG / Squad Tactics

Gone Too Soon

Action and loss, wrapped in toyetic mech design. A game about shifting perspectives — literally and emotionally — without warning or apology.

GTS character GTS character GTS character

Status: Early models + validated visual direction

+ Four More Concepts

Additional prototypes in various stages — full GDDs available for serious inquiries.

How I Build

01 Prompt

Original 2D ship concept

Generate

Iterative art direction using Leonardo AI, MidJourney, or Stable Diffusion. Exploring variations, tone, silhouette, and visual logic.

02 Model

3D model with texture

Convert to 3D

Meshy for initial 3D meshes from 2D concept art. Fast iteration to test form, scale, and feasibility.

03 Refine

Touch Up

Blender for cleanup, detail passes, and polish. Meshy for rigging and pose exploration.

04 Test

Prototype

Godot or Unity for playable, testable builds. Mechanics, feel, and player experience come into focus here.

The pipeline changes per project. My gaming history makes staying in one lane the wrong instinct.

Selected Game Art

AI-augmented concepts, 3D studies, and prototype visuals. This is iterative art direction — knowing what to ask for, how to refine it, and when to stop.

3D game model GTDB card design 3D game model GTS character duo Hand sketch to pixel art workflow EnQueue character

More: @sirkitstevens -->

Tools

Leonardo AI
MidJourney
Stable Diffusion
Runway
Meshy 3D
Blender
Godot 4.4
Unity
Aseprite
Figma
Photoshop
Claude
ChatGPT
Gemini
Ableton
Canva
Lovable

Collaboration

I'm open to conversations about indie game collaborations, concept development, or creative partnerships — especially with teams who value curiosity, experimentation, and a willingness to explore the weird corners of an idea.

If your project is ambitious, unusual, or mechanically interesting, I'm always open to talking.

gardendevito@hotmail.com · @sirkitstevens