Start Screen

I build software, systems, and game worlds.

My work sits between engineering and design. Sometimes that means AI and backend systems, sometimes it means mechanics, UI, and building things that people actually want to interact with.

Full-stack, AI, cloud

Software

I like building products and systems that feel clean to use and solid under the hood, from AI tools to serverless backend work.

JavaPythonAWS

Design, systems, feel

Games

I work across game design and development, usually focusing on mechanics, tone, UI, and making systems feel good to play with.

UnityGameMakerUX

Labs, prototypes, iteration

Research

I enjoy the research side too, especially when prototyping, playtesting, and experimentation directly shape the final build.

RLPrototypingPlaytests

Main Track

Computer Science

On the CS side, I am drawn to systems with moving parts: full-stack products, cloud-backed services, AI tooling, and projects where the technical architecture actually matters. I have worked across Java, Python, C, JavaScript, and TypeScript, and I like the point where a rough idea turns into something real, usable, and reliable.

Side Path

Game Design

On the game side, I am both a designer and a developer. I like the overlap between mechanics, tone, interface, and engineering, which is what pulled me toward horror games, management sims, and research-driven prototypes. I treat game design as systems thinking with personality, not just presentation layered on top.

Engineering

Featured Projects

React, FastAPI, CoinGecko API

CryptoDash

A crypto portfolio tracker with real-time market data, historical charts, wallet tracking, and a more polished motion-heavy frontend than most dashboard clones.

ReactFastAPIChart.jsAPIs

Flask, OpenAI API, MongoDB

NOMinate

A recommendation system for meals that adapts to user feedback, balances dietary constraints, and supports both takeout and home-cooking decisions.

FlaskOpenAIMongoDBPersonalization

Play

Featured Games

Unity, C#, 2D Horror

Veil

A horror game focused on atmosphere, progression, enemy behaviors, and modular systems that could expand without collapsing under their own weight.

UnityC#HorrorGameplay Systems

GameMaker Studio, GML, Pixel Art

Community Cook

A pixel-art management sim about feeding a struggling town with limited ingredients, recurring NPCs, and a mechanics-driven nutrition scoring loop.

GameMakerGMLPixel ArtSimulation

Open Channel

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