Designing interactive worlds where every mechanic tells a story. I specialize in systemic design, narrative architecture, and the dark art of making players feel things they didn't expect. Nine years in the trenches shipping games across AAA and indie — from gritty cyberpunk RPGs to cerebral puzzle experiences.
Lead designer on Neon Requiem, a 40-hour open-world cyberpunk RPG. Owned all systemic design, narrative architecture, and world-building frameworks. Managed a 6-person design team through pre-production to ship.
Mid-level designer on two projects: Verdant Protocol (survival crafting) and Volt Break (competitive PvP brawler). Owned distinct design pillars on each title simultaneously.
Entry-level designer on a mid-size ARPG and two smaller experimental titles. Learned systems documentation, whitebox level design, and GDD writing under senior mentorship.
Self-taught game development, shipped 6 games on Itch.io, organized local game jams, and built the foundation of a design philosophy rooted in player agency and systemic depth.