I make games to make you feel alive.

DETAILS

Co-op multiplayer skiing game.

Made in Unreal Engine 5.6, coming soon to Steam.

I was a Project Lead on Skijoring during my internship at Amazing Seasun.

I designed and implemented both characters, all interactables, and online play as well as 5 levels.

DETAILS

First-person adventure game where you reshape reality.

Made in Unreal Engine 5, available on the Epic Games Store.

Egregore received a front-page feature and over 90k downloads on Epic in January 2024.

I was Lead Designer on Egregore, defining our core mechanics and levels while working with a team of 35+ developers.

DETAILS

Cyberpunk beat-em-up with fixed cameras.

Made in Unity, available on the Epic Games Store.

BLEED RUNNER received a front-page feature and over 380k downloads on Epic in January 2024.

I was one of 2 core developers on BLEED RUNNER, designing our systems, levels, and enemy encounters.

Bullet-time bullet-hell shooter made in Unity. Demo on Steam.

Finalist in GDWC 2025 for Best Student Game and Bronze winner at GWB Game Awards 2025.

I was Lead Narrative Designer on OVERDAWN, defining our core setting, factions, cast, and plot.

I worked closely with a team of 5 artists and 4 writers to develop visuals and scenes, including reference boards, set-dressing, chapter briefs, dialogues, YarnSpinner scripts, and cutscenes.

DETAILS

Mobile battle royale party game. Available on the App Store.

I was a Map Design Intern on Eggy Party following its US launch, working within guidelines set by mentors to make high-quality maps across 5 content seasons.

My maps racked up over 160k plays, consistently ranking 4 stars or higher in player reviews.

I also designed content for events, including SpongeBob SquarePants and Tom & Jerry collabs.

A cinematic platformer where a kid makes a pilgrimage with their Guardian - a giant knight sworn to protect them.

Made in Unreal Engine 5.

I was a Game Designer on The Guardian, designing and scripting two levels from start to finish. I also designed our companion behaviors, narrative flow, and core mechanics with a design team of 5.