Space Engineers 2
Keen Software House
A systems-driven sandbox where engineering takes the front seat. -
Keen Software House
A systems-driven sandbox where engineering takes the front seat. -
As a Game Systems Designer on Space Engineers 2, I was responsible for designing and balancing several of the game’s foundational systems, including the economy, crafting, mission logic, and power infrastructure. I created and maintained detailed design specs and tuning models, and introduced a Figma-based UI prototyping workflow to streamline collaboration between design and engineering. My work focused on delivering systemic gameplay loops that support player creativity, agency, and long-term engagement in a sandbox environment.
System Complexity: Balancing systemic depth with player clarity — ensuring systems are flexible but teachable.
Legacy Constraints: Navigating engine limitations and prior design assumptions from the original Space Engineers while introducing new systems.
Player Agency: Designing features that respect the open-ended, player-driven nature of the game while offering meaningful structure and goals.
Cross-Team Sync: Maintaining alignment across a lean team structure with high ownership and overlapping responsibilities.