Level content, mechanics, encounters, player feedback, and moment-to-moment play.
Unity/C# architecture, tooling, integrations, and rapid implementation.
Interlocking mechanics, player state, feedback, and consequence.
Selected work
Production work and active development
Vile Escape
A seven-designer Unity capstone showcasing the shipped Road Level, its encounter and route design, and the modular quest state machine that controls level progression.
Jun 2021
Imp Unsummoning
Ludum Dare 55 team game combining rune combinatorics, aim-and-launch play, and compact puzzle-focused level design in a Unity WebGL build.
Apr 2024
Interplay Learning
Professional HVAC diagnostic and VR training simulations built entirely with state-transition-based systems, with no visual scripting or custom code in the shipped simulations.
Aug 2021 — Jan 2023
Data Division
Professional immersive-sim work built around drone operations, physicalized data theft, diegetic interfaces, inventory weight, and mission flow.
Dec 2024 — Jun 2025
Rude Awakening
An in-progress first-person combat level exploring encounter escalation, spatial teaching, backtracking, alternate objectives, and a Blueprint-driven path from graybox to playable experience.
Aug 2026 — Present
Kattanzen
A turn-based dueling card game built from an analog rules prototype, where shared pressure, weapon-specific Technique packs, and concealed Setups determine when a Strike can land.
2026 — Present
Under the hood
Mechanics, pipelines, and design decisions
The design archive breaks projects into the systems behind them: drone behavior, extraction states, inventory weight, diegetic UI, procedural NPCs, game modes, and more.
Open the design archive