Game developer with 6+ years in Unity, various completed projects, and a published novelist's instinct for story. Based in Los Angeles now, looking to bring both skills to a studio that cares about craft.
Games released solo on itch.io. Each one taught me something the last one didn't.

Designed and shipped a neo-noir locked-room mystery with three branching endings, nine discoverable clues, and a custom InkBridge architecture that keeps Unity and Ink fully decoupled — Unity owns world logic and collision triggers, Ink owns all narrative output, with tag-driven events coordinating UI, scene transitions, and story state without either system reaching into the other.
Reverse-engineered the classic arcade game Tapper, rebuilding NPC timing, queue logic, and scoring from scratch. Built state-driven NPCs that respond dynamically to player input and delivery events, with a tutorial that teaches bar management through escalating difficulty rather than instruction — the player learns the systems by feeling them.
Built a procedural infinite scroller with object-pooled platform generation and adaptive enemy spawning that scales to player progression speed, maintaining 60 FPS on PC Browsers. Recently rebuilt with mobile touch controls using IPointerDownHandler/IPointerUpHandler for hold-to-run input and optimized for WebGL deployment.
Built with a team
Collaborated on a VR art gallery for the Oculus Rift featuring 25 interactive exhibits with grab interaction via Oculus Touch controllers. Led the technical implementation — translating real-world mixed-media art into a walkable digital space using a custom Blender-to-Unity model pipeline with per-piece shader and material work matching real-world surface properties under VR lighting.
Built under a deadline
Built a complete battle system solo in under a week for the Made to Be Played jam. Created distinct enemy AI behaviors for pirate ships and toxic vessels requiring different player strategies, procedural ocean generation producing unique layouts per playthrough, and a risk-reward treasure loop where toxic waste zones force emergent decision-making without scripted events.
Built for Kenney Jam using only Kenney and KayKit assets, the theme was scale. It only seemed natural for a witch to have floating abilities and a staff that could shrink and grow just about everything in the level. Her purpose? Collect the runes and stars to gain back her size and return to the real world. Built over a weekend.
Built for Brackey's Jam 2026, I collaborated with another engineer to deliver a quick one room murder mystery where everything is not as it seems. Collect clues, interrogate suspects, and pin the right evidence to each suspect to get the truth. The important thing, which was also the theme: Trust No One. Built in one week.
Active work, not yet complete

Architected a character-selection system with diverging level layouts and ability sets from a shared codebase. Built procedural item generation tied to platform spawn events, balancing randomness with pacing constraints across distinct playthroughs per character.
I prototyped ZoneClear's core loop in Unity, shipped as Owed — gated zones that resolve based on player interaction with a target object, driven by a player controller and a central game manager. That prototype became the foundation for HarborView GameTools, and I'm now rebuilding the zone-gating system in Unreal using C++, which is what this case study documents. Owed is playable now; the Unreal version is in active development.
Applying practical principals for recognizable solutions
A full-stack REST API, built to manage my own job search — deployed and in daily use.
A published UPM package featuring a Population Spawner with ScriptableObject-driven configuration and a custom Inspector UI — built as shared infrastructure now powering two other projects.
I bring a rare combination of technical and narrative skills that informs how I design systems and write for interactive media. I'm drawn to gameplay programming, tools development, and narrative design. I want to create a game that feels good and tools that can make the engine and work easier. I want a story that is going to stay with people after they've played it, to create a community that shares a love for a character after the credits roll. Actively targeting gameplay programming, tools development, and narrative design roles.
Open to junior gameplay programming, tools, and narrative design roles. Also happy to talk shop.
I'm a bit of a sentimental person, and I didn't want to entirely delete my first index page. There's also no appropriate room for it here, but what gamer doesn't love a good easter egg.