Chris Purnell

About

Turning raw ideas into interactive experiences.

I'm Chris Purnell, a game designer, systems engineer, and composer based in Memphis, TN. I'm obsessed with the space where systems design meets storytelling. Great games aren't just played; they're felt. Every mechanic is a word in a larger narrative, and every interaction is an opportunity to create meaning.

What I Do

My portfolio spans card roguelikes, action roguelites, spatial puzzle games, and narrative RPGs. I design across scoring economies, real-time combat systems, emergent puzzle mechanics, boss encounter design, and metagame progression loops. I'm equally comfortable prototyping in Phaser, Godot, or Unity, composing a soundtrack in Reaper, or mapping out a 40-page design document.

I also produce music as Chrispylofi (lofi, chiptune, and synth) and score the soundtracks for my own games. Music isn't a side thing; it's part of how I design. Audio shapes pacing, tension, and reward just as much as any mechanic.

Tools & Skills

Design: Systems design, economy balancing, roguelike progression, combo/synergy systems, difficulty curves, boss phase design, narrative design, mobile-first UX

Engines: Phaser 3, Godot, Unity, GB Studio

Code: TypeScript, React, Python, Java, Node.js, AWS, Docker, CI/CD

Audio & Art: Reaper, pixel art (Piskel), chiptune (Open MPT), reactive game audio

Experience

6+ years of professional software engineering. Currently Lead Full Stack Engineer at Genni & Co, building a 100k+ MAU platform. Previously led teams at Cook Systems and FedEx Services. Founded Lifen Technologies, a tech startup focused on e-commerce and IoT.

On the game side, I run Cloud Kumo Studios where I shipped Motley on Google Play and have multiple prototypes in active development.

How I Think About Design

Every game mechanic communicates something. A jump is a statement about freedom. A locked door is a promise. I design mechanics that speak clearly and say something worth hearing.

Not all friction is bad. The weight of a Dark Souls swing, the tension of resource management, the deliberate pace of a narrative reveal. I add resistance only where it generates value.

The most memorable moments in games emerge from systems interacting in unexpected ways. I prioritize robust, interconnected systems that generate emergent gameplay over scripting every possible outcome. A designer builds the stage, but the player writes the play.

Get in Touch

Whether you're looking to collaborate, discuss design theory, or just nerd out about game mechanics, I'd love to hear from you.

Or email me directly at chris.h.purnell@gmail.com