Hi there! I'm Kozan
Storyteller, hardcore gamer, and puzzle designer bringing technical product management expertise to the art of game design.
For over two decades I’ve built educational games, interactive simulations, and real-world puzzle experiences that merge creativity with systems thinking. My background in technical product management has given me the tools to define requirements, design flows, and guide cross-disciplinary teams from concept to delivery. Now I’m bringing that experience into the game industry, combining narrative craft, player-first design, and production know-how to help create games that are both meaningful and fun.

RAM THIEVES
Ram Thieves is a 2D narrative-driven RPG with novel combat mechanics in development, built in Unity. The game combines zone-based combat and branching narrative arcs. My role is systems and combat designer, focusing on prototyping combat mechanics, authoring encounters, and developing modular UI.
Quick Facts
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Engine: Unity (URP 2D, C#)
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Role: Game designer, Producer
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Contributions: Combat systems, encounter design, modular UI, AI logic, narrative integration
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Team: Designer (myself) with artists and writers
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Status: Prototype in active development
Design Goals
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Develop a zone-based tactical combat system emphasizing spatial and strategic depth.
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Build a modular architecture for UI and combat prefabs to accelerate iteration.
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Integrate narrative and mechanical outcomes for a cohesive story-combat loop.
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Prototype encounter and scenario design frameworks scalable across future dungeons.
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Document design flows and technical specs using scenario-level design deliverables.
Core contributions
Combat Systems
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Prototyped turn order logic, anchor-based movement, and AI behaviors.
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Built the CombatActionController, governing skill resolution, targeting, and cost validation.
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Developed and tested data-driven balancing systems for damage, HP tracking, and cohesion mechanics.
Encounter and Scenario Design
I designed multiple test encounters to evaluate the game’s systems in narrative context.
The first complete prototype, “Whitesock Is Dead,” serves as a foundational Scenario Design Document (SDD) — defining how story events, combat, and choice interact within a playable dungeon.
Scenario Highlights:
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13 sequential events blending dialogue, exploration, and multi-phase combat.
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Structured event ID system (01E01–01E13) to manage triggers and branching paths.
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Clock-based mechanics for reinforcement pacing and timed objectives.
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Combat balance tables with dice-based hit logic and average HP loss tracking.
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Integrated narrative outcomes affecting encounter flow and emotional stakes.
Game assets
Worked with visual and UX designers.















