[ 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.
[ FEATURED WORK ]
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Project Rialto — systemic historical RPG (UE5)
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Dead on Arrival: Remastered — Steam release
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NeuroScape — Fallout 4 narrative mod
- Rapid Prototyping
[ 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.