About // public profile

About Me

NEXO VOLTA // DESIGNER / DEVELOPER / WRITER / ARTIST

I tend to work across UX, writing, art, code, and music.nu-Eden: Sundered Skies is the first project where those things stopped feeling like separate interests and started feeling like one body of work.

I did not come into games from a traditional game-dev path. I came in through web work, interface design, documentation, and a lot of self-directed creative work. That probably explains why I care as much about readability, structure, and tone as I do about mechanics.

nu-Eden: Sundered Skies started from a much larger and messier worldbuilding impulse, but the part that kept surviving revision was the design question underneath it: how to make movement expressive, interfaces readable, and systems thematically coherent without losing practical clarity.

the version of the project on this site is much less about presenting a giant archive and much more about showing how I think through player experience, system communication, visual language, and scope.

This page is the personal context behind that work. The rest of the site goes deeper into the project itself.

You can see the game prototype on thePrototype page, the design documentation on theGDD page, and a more detailed write-up in thePitch Essays.

Skills
GAME DESIGN
System FramingUX PrototypingInteraction FlowsDesign Documentation
ART
Affinity DesignerVector IllustrationUI Asset Design
CODE
JavaScriptTypeScriptPythonNode.jsAngularReact | Next.jsIonic (mobile)Frontend Prototyping
WRITING
Narrative DesignWorldbuildingDesign WritingCharacter DevelopmentDocumentation
MUSIC
DrumsSamplingAudio Direction
DESIGN
FigmaUI/UX DesignInformation Architecture
Background
2016-20
Web Foundations
Taught myself web development through small personal projects, then came back to it seriously in 2020 with a clearer sense that I wanted to build things, not just study them.
2021
UX And Product Work
Worked across frontend, backend, UX, and visual design at a HR SaaS startup. That is where I got much more disciplined about documenting decisions, systems, and constraints.
2022-24
nu-Eden Takes Shape
What started as worldbuilding gradually turned into a longer-running creative project with interface experiments, writing, and increasingly concrete game ideas.
2025
Design Reset
Reframed the project around an actual playable game: movement, interface clarity, system communication, and scope instead of an archive-first presentation.
2026
Portfolio Build
Built the current prototype, pitch essays, and GDD as one reviewable case study for game design and UX, with the focus on clarity over sheer volume.
Approach

I am most drawn to projects where system design and interface design have to solve the same problem together. That is a big part of why games appeal to me so much.

With nu-Eden, that usually comes down to a few recurring standards: movement should feel expressive, choices should create actual tradeoffs, dense systems should stay legible, and repetition should earn its place.

I also care a lot about coherence between mechanics and theme, but I try to keep that grounded. I am not interested in metaphor for its own sake. I want the way something plays to say something useful about the character, the world, or the system behind it.

In practice, that means being willing to cut or reframe ideas that add noise, flatten expression, or make the project harder to understand. On a first serious game project, that matters as much as ambition does.

Tools & Process

Prototype & Site: The current build is a browser-based prototype and documentation system built with JavaScript, TypeScript, Next.js, and markdown. That choice is partly technical and partly practical: it matches my background, and it makes the work easy to review.

Design & Visual Work: I use Figma and Affinity Designer for interface structure, asset preparation, and visual language. A lot of that work is really information design: deciding what should stand out, what should stay in the background, and what players are expected to remember.

Writing & Documentation: Pitch essays, design notes, and markdown documents do a lot of the heavy lifting. They are not side material for me. They are part of how I clarify scope, test ideas, and communicate intent.

Working Constraints: Much of this project has been built on modest hardware and a lightweight workflow, including campus machines and phone-based notes. That pushed me toward tools and processes that favor portability, iteration, and documentation over heavy setup, which has honestly been healthy for the project.

NU-EDEN.VERSE v.0.9.1nERF-NET v1.4.3
◆ SECURE CHANNEL═══════════════