From Player to Designer
I’ve always been drawn to experiences that challenge the mind, spark creativity, and tell unforgettable stories. My journey began as a player dissecting the mechanics of my favorite games, evolved through academic study in computer science with a focus on game design, and grew into a career building systems and encounters that immerse players in rich, interactive worlds.
From leading multi-discipline teams to crafting tight, tactical combat encounters, I’ve built a toolkit that blends technical problem-solving with creative vision. Every project is an opportunity to innovate, refine, and deliver something that keeps players coming back.

Core Skills
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AI Behavior
I focus on developing intelligent NPCs that enhance gameplay dynamics and challenge players strategically.
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Encounter Design
I create memorable encounters that immerse players through storytelling and gameplay integration.
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Technical Implementation
Proficient in Unreal Engine 5, Blueprints, and C++ for seamless project execution.
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Concise Documentation
I make thorough and clear documentation of designs in order to ensure requirements are clear for all teams referring to the documents.
Price of Glory
Game Designer
Designed and balanced 4+ PvP characters with unique kits for synergy and counterplay.
Created 6+ hex-grid map layouts optimized for mobile screens and gameplay variety.
Spearheaded PvE campaign design: encounter templates, pacing systems, and AI logic.
Authored detailed documentation in Confluence: spreadsheets, flowcharts, and ability specs.
Collaborated cross-discipline to prototype and iterate core gameplay mechanics in Unity.
Refined UI/UX layout for touch controls and screen readability.
Wicked Arcana
Technical Designer, Producer, Systems Designer
Designed and implemented the entire rune-based combat and magic system
Built player mechanics: stamina, health/death, melee (grounded + aerial), magic casting, and UI integration
Created all AI systems for 6 enemy archetypes, including ranged/melee logic, perception, and token-based attack behavior
Created AI system for a 2-phase boss, including ranged/melee logic, perception, and transformation behavior
Developed NPC AI with roaming, fleeing, and reactive behavior
Integrated HUD for health, stamina, equipped runes, and casting resources
Implemented Metasounds music controller for dynamic menu/gameplay transitions
Led sprint planning and cross-discipline collaboration (15–20 team members)
Authored design documentation for team coordination
Whack Sparrow
Technical Designer, Level Designer
Designed and implemented AI for all three enemy types: Skeleton, Pirate Henchman, and Cannon Pirate.
Developed the Pirate Captain's 3-phase boss fight with escalating difficulty and setting shifts.
Designed and built the final level including combat arenas and traversal sections.
Created all player combat mechanics including bombs, melee attacks, and cannon mounting.
Hooked up and tuned all animations for player/enemy combat and locomotion.
Implemented audio throughout the project.