My name is Connor Runyon, a game system designer.
In particular, my primary skillset is in designing and balancing complex systems and mechanics to produce engaging experiences, especially from a mathematical angle.
Below is a collection of some of my best works. Click on a project to see more about my contributions, skills, experience, and dedication to game design.
Table of Contents
Featured Projects
Role: System Designer and Technical Designer
Notable Contributions: Content Design, Modeling and Balancing, Rapid Prototyping, Feature Implementation
Developer: Fuzzy Dreams (6-person DigiPen student team)
Timeframe: September 2024 – April 2025
Role: System Designer
Notable Contributions: Combat Design, Content Design, Enemy Design, Simulations and Balancing, UI Wireframing, Rapid Prototyping
Developer: Fractured Tactic Works (7-person DigiPen student team)
Timeframe: September 2022 – May 2023
Role: Solo Creator and Designer
Notable Work: Probability Simulations, Deep Customization Systems, Content Design
Developer: Solo Creation (DigiPen student project)
Timeframe: January 2024 – April 2024
Roles: Game Designer and Tech Lead
Notable Contributions: Custom Character Controller, Mechanics Design and Implementation, Level Design, Camera System
Developer: Flyers (3-person DigiPen student team)
Timeframe: January 2022 – May 2022
Roles: Creative Director and System Designer
Notable Contributions: Combat Design, Enemy Design, Documentation
Developer: Team Soulstice (19-person DigiPen student team)
Timeframe: September 2023 – April 2024
Depending on the task at hand and its complexity, certain tools and techniques work better than others. I’ve utilized many to tackle a variety of design challenges.
Click below to view samples of work I’ve done with different tools in various projects.
About Me
I’m a game designer with a Bachelor of Arts in Game Design degree from the DigiPen Institute of Technology, graduating in 2025 as the valedictorian of my degree program. While at DigiPen, I had the pleasure of working on many long-term projects in conditions designed to emulate the real game development industry. While working on these projects, I collaborated with all sorts of people—from other designers to programmers, artists, and audio designers—in team sizes ranging from 3–19 people.
In my free time, I enjoy playing many different types of games both alone and with friends; in particular, I love turn-based RPGs, tactics games, 2D action games, puzzle games, and visual novels. When I’m feeling more creative, I prefer to spend my time doing game design and programming, creative writing, or conlanging (developing fictional languages).








