I'm a game developer and level designer who moves comfortably between design, programming, and systems work. Most of my experience comes from Unreal Engine, custom C++ engines, and building complete gameplay loops from the ground up.
I enjoy crafting levels, scripting mechanics, and shaping player flow - whether it’s dungeon layouts, encounter logic, or puzzle-driven spaces. I’ve contributed to studio RPG projects, shipped a full commercial indie game, and built tools, systems, and tech that support both design and development.
Over the years, I’ve worked on gameplay systems, UI logic, tools, level design, audio integration, and full-engine development. My projects range from Might & Magic–style RPGs to a solo-developed commercial puzzle adventure built on a 255,000+ line custom C++ engine.
Whether I’m designing a multi-path dungeon, tuning combat readability, profiling performance, or building engine features, I approach everything with the same goal: create experiences that feel responsive, intentional, and rewarding for players.