About.

As a famous indie game developer once said...

"There is something in the box, but I never pursued it, and I don't know if I can find it again... It's like a string or a rope, just like reaching out. And I know that what's there on the other end is there... But then sometimes when things do progress, the roads aren't always the same roads as the ones that had been planned before..." - Scott C.

About Me

I love solving the invisible problems in games. Whether it is making a cooking system feel tactile and responsive or ensuring AI enemies react intelligently to a player's every move, I enjoy the challenge of making complex systems feel seamless.

As a technical Game Designer, I build the functional backbone that lets creative teams dream big without breaking the build. I specialize in bridging the gap between design intent and technical reality. I often do this by architecting state-driven gameplay loops and building event-based systems to manage real-time interactions in Unity and Unreal Engine 5.

My experience includes developing comprehensive simulation mechanics and third-person combat systems. I use C# and C++ to engineer scalable systems for item interaction, AI navigation, and responsive UI/UX. I focus on creating code that is as clean as the gameplay is fluid.

In a professional team environment, I have experience managing multiplayer QA and documenting complex design issues to ensure smooth workflows. I thrive at the intersection of rigorous logic and player-focused design, ensuring every system I build is both technically sound and fun to play.

Experience

Game Designer Intern, The Commons XR

Participated in weekly multiplayer QA testing sessions with 10+ participants, documented bugs in a tracking spreadsheet, and reported 30+ design issues via Slack

Implemented pause menu from design concept with an exit confirmation

Collaborated with a 10+ person development team using GitHub and participated in weekly status meetings, ensuring smooth workflow and on-time feature delivery