Game developer with 6+ years in Unity, six shipped titles, 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.
Six games released on itch.io. Each one taught me something the last one didn't.
Built a VR art gallery for the Oculus Rift featuring 25 interactive exhibits with grab interaction via Oculus Touch controllers. Translated real-world mixed-media art — paintings, sculptures, skateboards, ceramics — 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.
Shipped a complete battle system solo in under a week for the Made to Be Played jam. Built 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. Shipped in one week.

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.

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 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.