About Me
A bit about myself!
Games that shaped me span timelines and galaxies: Final Fantasy, Drakengard, Halo, KOTOR, Dragon Age, Mass Effect, Elder Scrolls, Star Wars Galaxies, Fire Emblem, Shogun: Total War, and more. Recently I wrapped Metaphor: ReFantazio, am fighting off the Mizutsune in Monster Hunter Wilds, and playing Marvel Rivals with friends.
When I’m AFK you’ll catch me coaxing Midnight Kentucky Bluegrass in the backyard, hanging out with my wife, or walking our doodle, Loki. Off‑screen I’m reading through Jesse Schell’s The Art of Game Design and Challenges for Game Designers—daily for my craft.


Game Design Experience
- Directed and balanced three cross‑genre jam prototypes from concept to vertical slice.
- Crafted core mechanics: Jupiter cloud size‑shift loop, combo‑driven ATB battles, gacha‑style ability drops.
- Structured difficulty curves and enemy behaviors through iterative playtests and telemetry.
- Wove narrative beats and cut‑scenes to fuse story with moment‑to‑moment gameplay.
Game Software Experience:
- Engines: Unity 2D/3D · Unreal Engine 5 (Blueprints + light C++).
- Version Control / PM: GitHub Projects, Git, Jira, Trello, MoSCoW scoping.
- Content Tools: Aseprite, Blender, Audacity, Figma.
- Automation / Scripting: C#, Python (utility), Shell/Bash basics.
Gameplay Programming:
- Procedural spawning & finite‑state AI (cloud hordes, multi‑phase bosses).
- Custom ability framework with rarity tables, cooldowns, and state swaps (Giant/Mini, Black‑Hole CC, Dad Mode boosts).
- Damage, health, and hitbox systems tuned for snappy feedback.
- Dialogue & cut‑scene pipeline with event hooks and UI flows.
- Implemented 2.5D movement, bounce‑pads, vanishing platforms, and infinite dash mechanics.