Sometimes, I make games. I've done many elements of the game design process, from design and programming to audio and writing. I'm also experienced in project management/production.
I have experience with many facets of the development process, including design, programming, writing, audio, marketing, and production. I'm trained in Agile/Scrum workflows (I've used quite a bit of Jira) and I pride myself on being organized and not blocking other people's work. I've taken classes in both level design and narrative design, and I've designed for tabletop games and board games as well as video games. I've also been known to both DM and play a few DnD campaigns from time to time.
If you're interested in my programming abilities, you can find some more of my work (including the source code for this very website) on my Github. And since I'm still fleshing out this website, if you'd like a more full account of my skills or want to see something specific, please reach out to me! I'm always happy to discuss my work or provide something further.
my work
Trace
January 2026 - present
Level Design Lead
Since January of this year, I have been working as the Level Design Lead on Trace, an upcoming indie project. Trace is a third person narrative adventure game taking place in an open world, made in Unreal Engine 5.
As we're still in the early stages of development, I don't have much to show right now, but I'll continue to update as I do!
Detritus
February 2026
Micro-TTRPG
Detritus is a micro-TTRPG about grief. I had the idea for this game in February of 2024, and slowly whittled away at what kind of game it would turn out to be over the course of 2 years. Inspired by one of my classes, I wanted to make a small, digestible experience that delved into grief and the process of grieving through collaborative storytelling. I wrote the game manual and iterated on it, running a few small playtests to develop it further. It's a bite-sized game but can have a lot of depth, both narrative and emotional.
Pigeon Coo-lette
August 2025
Rhythm game
Terminus
December 2024
Narrative adventure
Apartment 3A
December 2024
Horror exploration game
Apartment 3A was the final project for my Level Design & Game Architecture class. This class was focused on researching, creating, and applying specific design patterns to invoke specific ideas in a game. Our intent with this game was to create a creepy, unnerving, and depressing story told entirely through the environment in a short, 3-5 minute exploration game.
The design doc can be viewed here.
Happy Birthday
November 2024
Narrative adventure
What Remains of Me
Spring 2025
2D puzzle platformer
What Remains of Me is a 2D puzzle platformer that is the product of Northeastern's Game Studio class. Each semester, a group of students get handed this game to work on in a studio environment for the next 4 months. When they're done, they pass it off to the next round of students.
I worked on this game in spring of 2025, with my small group of 4 people focusing on Level 1.3 (although the order of levels may have changed since then). Our focus was mostly on both level design and polish. We went in and redesigned most of the level, using an elaborate design process.
My personal work involved many things, including diagnosing system-related bugs and rewriting dialogue. One large project I took on was redesigning the "big puzzle" at the end of 1.3. You can look at my initial sketches and notes here, followed by my in-engine proof of concept presentation here.
Here is a video walkthrough of one of the sub-levels that we designed for the class, which includes that puzzle.
This class was my first (but not last) brush with a proper Agile/Scrum workflow (utilizing Jira). I was also QA Lead on this project, meaning that I would be in charge of our testing process and making sure that people's work was done properly and passed all the checks we needed.
The biggest struggle with this project was knowledge transfer, as the project's team was being completely overhauled every 4 months or so. We made an effort to keep strict documentation and make sure that the people coming onto the project after us would have a strong idea of what our intent was and what they should do next.
The Clock Struck Midnight as the Crow Flew
The Clock Struck Midnight - Game Design Documentation & Game Manual
Alien Chronicles
Alien Chronicles - Deliverables & Rulebook
The Waiting Game
The Waiting Game - Design Doc & Rules
autodungeon
Inspired by autobattler RPGs like Loop Hero, this is a game I wrote for a computer science class in my senior year of high school. In autodungeon, you create a character and they automatically progress through a randomly generated dungeon full of enemies. It takes place entirely in the terminal and is written in pure python.
The git repo also contains a genetic algorithm version of the game. This program is a rudimentary genetic algorithm (GNA) that optimizes the skill tree of the hero based on how far they can traverse through the (randomly generated) dungeon.
Each generation contains a certain number of heroes, and only the top heroes (the ones that make it the furthest) are able to reproduce and randomly seed the next generation. After several generations, the GNA should converge on a single hero design that is most effective - with current balancing, that generally lands around a 40-0-20 point distribution among the three stats.
The idea of a text-based RPG with automatic combat is one that I've been kicking around for a while since and will probably try to iterate more on at a later date. This version was a good initial prototype and taught me some design practices for making that specific type of game. I had big plans for this project that I hope I can execute on soon.