[ SYSTEMS-DRIVEN GAME DESIGN & TECHNICAL PROTOTYPING ]

Available for: Systems Design · Technical Design · Gameplay Design

Work Modes: Prototyping · Simulation · Modding Pipelines · Blockouts · Blueprint Scripting

I build gameplay systems, AI behaviors, and emergent worlds using Unreal Engine, Unity, and game modding toolchains. I prototype through blockouts, Blueprints, and sketches to explore how mechanics, simulation, and player agency interact.

► View Featured Work    ► Download CV

[ FEATURED WORK ]

  • Project Rialto — systemic historical RPG (UE5)
    Systems · Economy · AI Simulation · World-Building
  • Dead on Arrival: Remastered — Steam release
    Ship · Mechanical Design · Player Experience
  • NeuroScape — Fallout 4 narrative mod
    Quest · Narrative Systems · Modding Pipeline
  • Rapid Prototyping Iteration · Mechanic Exploration · Design Sprints

► View All Work

[ CAPABILITIES ]

  • Systems & Simulation — economy, progression, survival loops, AI schedules
  • Technical Implementation — UE5 Blueprints / C# / modding pipelines
  • Gameplay Prototyping — blockouts, behavioral prototypes, sketches
  • Emergent Narrative — player-driven storytelling through systems
  • Production Literacy — documentation, iteration, release processes

[ ABOUT ]

I entered game development through modding Bethesda titles — breaking apart and modifying Oblivion, Skyrim, and Fallout to understand how their systems functioned. I used a modded build of Oblivion as evidence of capability to get into college despite not meeting grade requirements. That experience made me realize I enjoyed not just playing games, but understanding how they behave.

Today I work primarily in Unreal Engine designing and implementing interconnected gameplay systems. Prototyping is my primary design tool — I think by building.