








Narrative RPG · Student Project
A 48-hour game jam entry that won Best Narrative. Built a dynamic dialogue system where player choices echoed 3 acts later.


Space Strategy · Indie
Led economy redesign mid-production. Reduced early-game churn by 34% through resource flow rebalancing and tension pacing.


Action Platformer · Studio Credit
Designed 14 of 22 shipped levels at Prism Interactive. Implemented a "breadcrumb lighting" system that reduced hint usage by 51%.

Tactical Survival · AA Studio
Designed the core survival loop for a team of 40. The crafting tree shipped with 180 nodes — 0 were cut in post-launch patches.


Narrative Horror · Independent Release
Solo-designed and shipped in 11 months. Featured in 6 festivals. The save system was reviewed in 3 academic papers on player anxiety.

The next project is in production. No trailer, no press release — just a direct line to the people who made it this far through the portfolio.
No spam. One email. When it's ready.