Gameplay Developer · Technical Designer

I build thoughtful gameplay systems, transform ambitious ideas into playable experiences, and help small teams ship polished interactive work.

Commercial project lead with experience across dozens of released products, OPEN WOLRD MECHANIC DEVELOPMENT (Minecraft) plus independent work in Unity, Godot, live multiplayer systems, video production, and experimental prototypes. Seeking remote indie development roles where gameplay implementation, systems thinking, and creative collaboration matter.

24

released commercial products

16

projects led

2,000+

implementation issues written

1,000+

pull requests reviewed

Featured Case Studies

Deeper looks at the projects that best show my design, systems, implementation, and team-direction work.

Craftee’s Elemental Escape

Project Lead · Gameplay Systems · Technical Design

Led a large nonlinear adventure map with reusable dungeon, dialogue, encounter, and reset systems.

Leadership

Systems

Dragons Evolve [DX]

Project Lead · Systems Design

Designed a 25-outcome elemental evolution framework that made a finite asset set feel expansive.

Systems design

Progression

Mob Weapons Add-On

Contributor · Gameplay Engineering

Solved constrained add-on interaction and visual-effect problems for several polished weapon behaviors.

Technical problem solving

Implementation

Cinematic Camera Utility

Sole Developer · Internal Tooling

A command-driven camera utility created to reduce friction when capturing trailers.

Utility

Self directed

Turbo Drop 2048

Independent · Unity · Published

A gravity-driven tile-merging puzzle game released on iOS and Android.

Mobile

Micro game

Slime Drop 2048

Godot · Headless Game State · Softbody Simulation

A Turbo Drop successor built around headless simulation, event-driven rendering, and softbody physics.

Godot

Mobile

Personal

Recent Projects

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