Game design generalist. I like making multiplayer games and experiences, and picked up just about every other peripheral skill to make them happen.. I got my start designing card and video games to play with friends and family, and deepened my interest in the hobby as the internet grew more popular. When not building game systems, I’m tinkering with electronics, DIY and 3D printing in my spare time.
I enjoy designing elegant game mechanics, identifying meta strategies before they surface, and sifting through player feedback to improve or verify a new idea. I’m looking to translate what I’ve learned from various freeware and fan-made projects into a role in the gaming or software industry.
Technologies:
Languages: C#, Sqlite, Typescript, Python, SQL Server, MySQL, HTML, CSS
Engines: Godot, Game Maker Studio
Frameworks: Phaser, ASP.NET, Blazor
Agentic Tools: Copilot, Windsurf/Devin
3D Modelling: Blender, Fusion 360
Some past works:
MysteryCord (C#, Sqlite)
Text-based multiplayer fangame. Adapts and rebalances familiar mechanics into an asynchronous-turn-based, 3-player co-op dungeon crawler played within the Discord chat client. Maintained and supported for several years. Gained insight on managing remote servers, schedule updates and balance patches, refactor large codebases, moderate videogame communities and handle player feedback.
Rivals of Aether Mods (Game Maker Studio)
Numerous character-addition mods for the fighting game ‘Rivals of ​Aether’, as both solo and collaborative projects. Extends the original game with new status effects, emulated mechanics from other videogames, and logic for ‘tag-team’ characters controlled by a single player. All created characters have been featured in community tournaments, requiring coordination with other developers and players to ensure competitive balance and code compatibility.
ArcBall (Phaser, Typescript, Devin)
Competitive pong game for up to 4 players, created to be played within the Discord chat client. Uses a custom netcode solution where each ball’s destination is pre-calculated, allowing each client to adjust only the balls travelling to their own player’s goal to disguise latency. Designed for maximum accessibility, using Phaser for broad device support, i18n for menu translations, and color and sound toggles for low-vision and blind players.