About

Designer, collaborator, and storyteller. I build spaces, systems, and pipelines that help teams ship sharper, more immersive player experiences.

In my personal work, I’m always pushing into new genres and constraints so every project teaches me something new. Highlights include a self-built isometric RPG developed over six months as a focused challenge, a platformer where the player character evolves throughout the campaign, and an action game designed around constant transformation with new abilities and weapons feeding an infinite loop of revenge.

Professionally, I’ve led a small independent studio and built the dialogue, relationship, and faction-rapport systems for a social RPG where reputation matters more than raw combat power. In Unreal Engine, I designed and implemented a reactive AI behavior tree for the upcoming stealth title RHM: The Foundation. And as a system designer on Moonshadow Cafe, I created a full day/night framework with seasons, a calendar, and dynamic moon phases to support a living, time-driven world.


Unreal EngineUnityGame DesignNarrative DesignC#C++