Anohito Maeda
GAME MECHANICS DESIGNER

Anohito Maeda

Game Mechanics Designer — over 20 years in the game industry
Commonly called a game planner.
Proposals, specifications, data authoring, balance tuning, direction, and whatever else is needed.
I built my skills on arcade, console, mobile, and indie projects.
My strongest genres are action, fighting, puzzle, and RPG.
Today I work freelance, filling the gaps on a variety of projects.
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WHAT I DO
What I do

What I Do

WHAT I DO
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Commercial Works

COMMERCIAL WORKS

A selection of the projects I have worked on.
Click the center hex to reveal six more titles.
Note: limited to 18 titles here (around 50 in total, large and small).

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Note: some titles cannot be listed here. Please ask me directly for details.

Original Games

ORIGINAL GAMES

Titles I conceived, specified, and built all the way to a playable state.
The fastest way to see what I am making right now.

GAME 01 — RELEASED

A score attack game about dodging charging bulls on a 3×3 board by the narrowest of margins.
Dodging is not enough: deliberately grazing a bull raises your score multiplier.

PC / mobile browser Complete and released Solo development (design, implementation, operation)
CLICK TO ZOOM ⤢
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Play instantly in your browser on itch.io. No install required.
GAME 02 — RELEASED

A browser puzzle game where pieces made by slicing and mixing two images are sorted left or right.

PC / mobile browser Complete and released Solo development (design, implementation, operation)
CLICK TO ZOOM ⤢
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▶ Play PV
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Public URL: https://anohito-games.itch.io/oreornot
Not public until the scheduled release time
03 PLAY ↗
Play in your browser on itch.io. No install required.

How I Approach Games

GAME DESIGN PHILOSOPHY
01
Games are the only form of entertainment built on interactivity — where every action creates a reaction.

Film, anime, manga, theatre, theme park attractions. There is no shortage of entertainment in this world, but nearly all of it can only be enjoyed passively.
Games are the only form where the user is the one acting.

02
Core game mechanics matter most

I believe narrative is born out of mechanics.
Sometimes narrative gives rise to mechanics, but in the end what decides the user experience is always the mechanics.

03
Response is what supports mechanics

However good the story and presentation are, sluggish response to input, long loads, or controls that get in the way will lower the quality of the experience on their own.
No matter how fun it is, continuing must never be painful.
Whether players keep enjoying it comes down to response.

Profile

PROFILE / LINKS

Links to where I am active.

Contact

CONTACT

Pick a topic and the button below opens an email with the subject already filled in.
Early, still-unformed ideas are welcome.

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Send an email Selected: {{ selectedLabel }} anohito.maeda@gmail.com
© Anohito MaedaGAME PLANNER / GAME MECHANICS DESIGNER