Portfolio
Most of what a producer does on the first morning of a shoot is instructional design. The plan lives in a few heads; by call time it has to live in everyone’s, clearly enough that a crew can act on it without stopping to ask. I spent fourteen years in independent film and television doing that: training crews on set, briefing departments, and turning schedules into call sheets people could work from against the clock.
Since 2021 I’ve done the same work on 20 Below, a tabletop roleplaying game. The learners are players, game masters, and the fifteen-person team building it with me. I bring new team members onto the rules, the tools and the way we work, and I run the playtests where new players learn the game at the table. Those sessions are where the design gets its real test. Every place a player stalls, asks the same question twice, or reaches for the book in the middle of a fight becomes a note for the next draft.
The case studies below come from that shipped work: the rulebook, its quick references, and the tools that teach the rules while people play. Each one covers the problem, the analysis, the design decisions and the outcome.