01Game design

Level content, mechanics, encounters, player feedback, and moment-to-moment play.

02Technical design

Unity/C# architecture, tooling, integrations, and rapid implementation.

03Systems design

Interlocking mechanics, player state, feedback, and consequence.

Selected work

Production work and active development

All projects →

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.

  • Unity
  • C#
  • Level Design
  • State Machines

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.

  • Unity
  • WebGL
  • Puzzle Design
  • Game Jam

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.

  • Serious Games
  • Simulation
  • State Machines
  • VR

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.

  • Unity
  • C#
  • Immersive Sim
  • Systems Design

Dec 2024 — Jun 2025

Solo level design and Unreal development

In-progress artifact

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.

  • Unreal Engine 5.8
  • Level Design
  • Blueprints
  • Blockout
  • Encounter Design

Aug 2026 — Present

Solo game design and Unity development

In development

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.

  • Unity 6
  • C#
  • Card Systems
  • Game Balance
  • WebGL

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