[ GAME DEVELOPMENT WORK ]

Project Rialto

2024–Present Lead Game Designer / Technical Designer
UE5 Perforce Windows Team: 3
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An open-world systemic RPG set in late-medieval Venice during the height of its mercantile power. Designed as a simulation-first RPG focused on economy, NPC schedules, crafting stations, housing, and player-driven agency rather than combat spectacle.

Simulation · Systems · Economy · Crafting · AI · Worldbuilding
developer notes

Designed and implemented inventory, economy, quests, crafting, housing, and station-based mini-games. Built internal dialogue and narrative tools.

Manage Perforce source control, including depot structure, branching strategy, binary asset handling, and onboarding pipeline.

Golden Piggy Buffs

2026 Mod Author
SMAPI C# Windows Solo
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A Stardew Valley mod introducing daily randomized blessings and curses through the Golden Piggy Bank. Buffs have configurable probabilities, durations, and luck-scaling — enabling both gentle boosts and occasional chaos.

Systems · Modding · Balance · C#

► View on Nexus Mods

developer notes

This was a fun little project built over the course of a weekend, where I got to learn more about how to create mods using C# for Stardew Valley.

Human Fall Flat – Jungle Run

2025 Level Designer
Unity Steam Workshop Windows Level Design
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A cooperative physics level built around momentum, traversal, and playful problem-solving. Encourages communication and improvisation as players swing, climb, and throw themselves across dense jungle spaces.

Level Design · Physics · Co-op · Readability

► View on Steam Workshop

developer notes

This is my second attempt at creating a level for this game. I started it just after graduating and worked on it from time to time over a few years. I wanted to create something like the old Jungle Run TV show from my childhood. As the map was rather large, I had to split it into multiple parts and will continue to work on a part 2 when I get the time.

NeuroScape

2023 Designer / Scripter
Fallout 4 Creation Kit Papyrus Modding
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A narrative-driven Fallout 4 mod featuring a full quest, custom interior spaces, and scripted sequences. Uses Papyrus to deliver flavor-rich but focused story beats through terminals, dialogue fragments, and environmental hints.

Quest Design · Narrative Systems · Modding

► View on Nexus Mods

developer notes

This was something that I always wanted to make, and was my first attempt at doing so. I look to recreate this in the future in more detail and spectacle. I took heavy inspiration from the Fallout 3 Mothership Zeta DLC and pre-existing Fallout lore.

Fallout 4 – Capital Wasteland Locations

2024 Level Designer
Creation Kit Level Design Modding Team Project
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Recreation of Fallout 3 interior and exterior locations for the Capital Wasteland community project, focused on fidelity, spatial memory, and encounter readability.

Level Design · Recreation · Modding
developer notes

I joined the Capital Wasteland team just after graduation and worked on a few interior locations. As this was my first time using the Fallout 4 Creation Kit, this was a good entry point for understanding how different studios build levels and pipelines for Bethesda-style games.

Equi & Aca

2023 Lead Designer
UE4 Platformer Team: 8+
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A collaborative 3D platformer inspired by PS2-era mascot games, built to be approachable and readable for players of different skill levels.

Platforming · Characters · Camera · Student Production

► View on itch.io

developer notes

I'm going to be honest, this was a tough project. It was a 7-month student group production with a large team of peers, and it was the first time I truly experienced the challenges of communication and coordination across a shared creative vision.

Dead on Arrival — Project Series

A horror puzzle concept developed across three iterations: a university prototype, a polished Steam release, and a personal PSX-style de-make. Each version explores how camera, pacing, and visual constraints change player experience.

Horror · Puzzle · Iteration · Retro Rendering
Part 1 — Original University Project
2022 Lead Game Designer
Unity Puzzle Team

Original collaborative build focusing on puzzle design and narrative discovery built over 10 weeks.

► View on itch.io

developer notes

This was my first attempt as leading a large project with multiple designers. I oversaw game mechanics, narrative design, and puzzle elements, while collaborating closely with the other designers and artists on the team. It was a project that I was truly passionate about and was thrilled to work on.

Part 2 — Strike Team Steam Release
2022–2023 Lead Designer / Contributor
Unity Steam Commercial Release

Polished and expanded version released on Steam with improved puzzles, UX passes, and additional content.

► View on Steam

developer notes

After working on the original collaborative project, some of the team wanted to continue and try to release the game on Steam. I helped the team with puzzle design and some of the programming for the game, while learning about how to publish and release a game on Steam and learned all of the wonderful implications that goes with it.

Part 3 — Dead on Arrival: De-Make
2023–Present Solo Developer
UE5 PSX-Style Solo

Retro PSX re-imagining exploring constraint-driven horror and low-fidelity readability.

developer notes

I wanted to create a re-imagined concept of the original project with a strong focus on constraint-driven design. I wanted to truly embody how games used to run and how development used to be on older systems and the wonderful implications that come with that. This has been my first attempt at creating my own game without the help of a team.

Human Fall Flat – Island Hopping

2022 Solo Developer
Unity Level Design Workshop
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A physics puzzle level built around momentum, rope traversal, and timing challenges designed for cooperative play.

Level Design · Physics · Puzzle

► View on Steam Workshop

developer notes

This was my first attempt at creating a level for this game. I wanted to try out Unity and the Human Fall Flat SDK and see how cooperative physics levels are structured. This taught me a lot about readability and flow, and how small adjustments dramatically change the player experience.

Gravitivity

2019 Lead Designer
UE4 Puzzle Team Project
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A first-person puzzle prototype where gravity is dynamically reassigned based on player alignment and surface interactions.

Puzzle · Spatial Rules · Dreamlike

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developer notes

This was my first major group project in university. We wanted to explore non-traditional puzzle spaces and create dreamlike traversal challenges. I primarily focused on the puzzle design, blockout levels, and overall feel of progression.

Battle Brawlers

2020 Solo Developer
C++ Turn-Based AI
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A small turn-based combat prototype demonstrating sequencing, state machines, and basic opponent AI behavior.

Turn-Based · State Machine · AI

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developer notes

This was a programming-focused side project experimenting with combat flow and character states. The goal was to better understand game sequencing and how to build deterministic resolution systems.

Rapid Prototyping Collection

2020 Solo Developer
Unity Prototyping Iteration Solo
Rapid Prototyping 01
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Three small prototypes developed for a rapid prototyping assessment, each built under timed development cycles. The focus was on fast mechanic exploration, incorporating feedback, and iterating rather than polishing. A snapshot of design-through-doing across constrained timeboxes.

Iteration · Mechanic Exploration · Design Sprints

► View on itch.io

Technical & Hardware Projects

2019–Present
Linux Servers DevOps
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  • Raspberry Pi Magic Mirror
  • Linux Home Server (AMP + Plex)
  • UE5 Open-World Landscape Experiments
Linux · Servers · Tooling · Experiments
developer notes

I enjoy maintaining small personal servers and experimenting with workflow tooling, automation, and self-hosted services. These projects are more functional than game-facing but help round out my technical understanding and infrastructure intuition.