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
Professional and production-facing systems
Technical game design and level design
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
Game jam design and development
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
Professional simulation development
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
Professional game systems design
Data Division
Professional immersive-sim work built around drone operations, physicalized data theft, diegetic interfaces, inventory weight, and mission flow.
Dec 2024 — Jun 2025
Game design and Unity development
Project Longbow
A first-person tactical operations framework with a physical Nexus deployment portal, faction AI, wearable feedback, and a diegetic mission tablet.
Jun 2023 — Nov 2023
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