I build worlds that play back.
A game developer focused on gameplay architecture, combat feel, tools and systemic interactions, turning sketches into playable, shippable experiences.
From input to impact.
Good game code disappears into the experience. I care about response curves, readable states, camera language and tool workflows that make a mechanic feel inevitable in the hands of a player.
The systems behind the fun.
A practical stack spanning gameplay code, technical design and developer tooling that keeps iteration fast.
Unity / C#
EXPERTUnreal / C++
ADVANCEDCombat Systems
EXPERTAI / State Machines
ADVANCEDTools and Pipelines
ADVANCEDPlayable proof, not promises.
Selected projects showing how I approach moment-to-moment interaction, scalable systems and player-facing polish.
Starfall Circuit
A fast-loop combat prototype built around modular weapons, reactive arenas and readable enemy telegraphs.
Verdant Relay
A traversal sandbox where physics-driven gadgets turn the environment into the toolkit of the player.
Ember Protocol
A turn-based tactics experiment focused on status effects, layered decision states and rapid iteration.
Prototype. Feel. Tune. Ship.
Technical decisions stay close to player feedback, so architecture grows from the game instead of fighting it.
Find the fantasy
Reduce the pitch to the player action that should feel great in the first 30 seconds.
Prototype the loop
Build the smallest playable system with instrumentation instead of speculative architecture.
Chase the feel
Use playtests and frame-by-frame tuning to make input, feedback and pacing sing.
Harden the system
Turn proven behaviour into maintainable code and designer-friendly production tools.
A career measured in iterations.
Selected roles and milestones from prototype rooms to production teams.
Northstar Interactive
Own gameplay architecture for a third-person action title; introduced reusable ability components and internal debugging tools.
Lantern Fox Games
Built combat, traversal and AI behaviours across two shipped updates while partnering with design and animation.
Independent / Prototype Lab
Created experimental games to test interaction ideas, procedural systems and new production workflows.
Got a world worth building?
Tell me what you are making, where the player gets stuck, or which mechanic you cannot stop thinking about.