Gameplay Developer · Technical Designer

Commercial Work

A broader catalog of released projects I contributed to or led. Each entry summarizes my role, the team context, and the main contribution I made. Average project length was about 2 months.

Lucky’s Minigame Mayhem

Contributor · 18-person team

Developed 3 distinct minigames, coordinated art and environment needs, and built client-specific visual hint behavior.

4.6

(96491)

Cursed Dragons

Contributor · 16-person team

Created dragon mounts, boss entities, and a zone-based enemy spawning system during early team development work.

4.7

(1673)

ULTRA Mob Totems

Project Lead · 14-person team

Designed 75 ability concepts and built an iterative framework to support a high-volume feature set.

4.7

(1735)

Alien Abduction

Contributor · 10-person team

Built reusable UFO abduction sequences, instanced level cleanup logic, and a rideable UFO system.

4.4

(195)

Craftee’s MC But…

Contributor · 16-person team

Built custom item mechanics for a Craftee YouTube collaboration, including early raycast-like behavior and terrain-checking systems using limited command-based tools before stronger engine support existed. Also edited and mapped NPC voice-over recordings to dialogue.

4.7

(2732)

Enderman Morph

Project Lead · 16-person team

Outlined the full game loop and built the transformation framework, fuel system, tutorialization, and balancing pass.

4.8

(5087)

Craftee Weapons

Contributor · 12-person team

Contributed gameplay implementation and polish for a weapon-focused product, supporting the team’s work turning themed item concepts into usable player-facing mechanics.

4.8

(3721)

Boss Mob Weapons

Project Lead · 12-person team

Guided a large team, built shared frameworks, created weapon-animation guidance, and added a boss rush structure.

4.7

(1074)

Gobs of Mobs [DX]

Project Lead · 10-person team

Helped shape a large collection of mob assets into a more cohesive product concept, focusing on giving many creatures distinct gameplay value rather than treating them as disconnected additions.

4.6

(656)

DRAGONS EVOLVE [DX]

Project Lead · 10-person team

Designed the elemental evolution structure and built a combination framework for 25 dragon outcomes.

4.7

(991)

Mob School

Project Lead · 8-person team

Turned a YouTube-first map premise into a playable product with quest progression and guidance dialogue.

4.6

(489)

Mob Armor [DX]

Contributor · 12-person team

Helped build a custom armor-focused product around newly supported Bedrock armor features, contributing tutorial setup, boss/post-game flow, and an inventory-based ability selector that let players cycle powers after equipping a full armor set.

4.6

(281)

Biome Pets Add-On

Project Lead · 15-person team

Led an add-on adaptation of a pet-focused concept, helping preserve the appeal of biome-themed companions while working within a more constrained product format.

4.8

(5536)

Biome Weapons [DX]

Contributor · 11-person team

Contributed to a biome-themed weapon product, including gameplay implementation and player-facing support systems that helped a broad item set feel understandable and usable.

4.6

(920)

Mob Weapons Add-On

Contributor · 11-person team

Implemented difficult add-on interaction, beam recreation, and several polished weapon systems.

4.8

(7014)

ULTRA Mob Totems [DX]

Project Lead · 4-person team

Led a refreshed version of the original totem concept, helping adapt the high-volume ability framework and product direction for a later release format.

4.9

(121)

Skibidi Toilet Raids

Contributor · 13-person team

Built a custom ally HUD with eased meters and contributed to a highly visible final-boss reward sequence.

4.6

(3891)

Trader Expansion

Project Lead · 10-person team

Shaped a constrained add-on concept, aligned scope with leadership, and contributed heavily to testing and iteration.

4.3

(92)

Bruce Lee: Dragon Fury

Contributor · 12-person team

Supported balance, polish, trailer scripting, and deadline-sensitive project leadership coverage.

3.7

(206)

Elite Mobs [DX]

Project Lead · 7-person team

Led a combat-focused creature product, helping organize elite mob behaviors, encounter expectations, and player-facing variety into a clear release.

4.6

(124)

Craftee’s Elemental Escape

Project Lead · 12-person team

Led a complex nonlinear adventure map with reusable systems, contextual VO, dungeon flow, and finale structure.

4.5

(381)

Enderman Morph Add-On

Project Lead · 11-person team

Adapted a dedicated-world product into a more constrained add-on format while preserving the core transformation fantasy.

4.7

(252)

Kipper’s Boss Box Add-On

Project Lead · 13-person team

Created the boss/reward loop from a loose prompt and selected a compelling content direction for the team.

4.8

(311)