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, 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

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

Commercial Work

These highlights represent a larger body of released work. The full catalog includes project roles, release dates, team sizes, production timelines, and short notes on my contributions.

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)

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)

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)

Recent Projects

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