Taylor Cox · Systems & Experience Designer

I design the rules.
AI helps me build them.

I design worlds, economies and products, write the specs that make them buildable, and ship them with AI as my engineering partner. My keystone is Resonance, a live game I designed end to end.

Resonance is live: 1,000+ players, 99,985 battles fought

Resonance Avatar art: the Cinderbound Aspect

Flagship case study

Resonance

A loyalty platform that became a game. The world, the economy, the interface and the rules that keep it simple, told as nine chapters.

Read it all →
Player-minted Avatars from the current Resonance season
  1. CHAPTER 03 I deleted the system I had just shipped. Read →
  2. CHAPTER 04 One noun. One number. One choice. Read →
  3. CHAPTER 05 We retired the manual. Read →
  4. CHAPTER 08 Designing with an AI engineering partner. Read →

How I work

Four rules I learned the hard way, and wrote down so nobody repeats them.

01

Fewer systems

Coherence is not the bar; learnability is. When a system misbehaves, I ask first whether deleting it is available.

02

Self-explaining

A player should walk from what they want to how to get it without a doc, a ticket, or a Discord FAQ.

03

Visual-first

Show the actual thing, with its real art and real name. Never a description standing in for it.

04

Specs are the product

Every incident becomes a written rule, so the next session, human or AI, cannot repeat the last mistake.

Have a system that's grown too complicated?

I help teams design products people can actually learn, and turn the design into something an engineering team, human or AI, can build.