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.
Bonus Stage
My game work is where design and engineering blur together the most. I care about mechanics, pacing, player readability, and the technical decisions that make a game feel tighter instead of heavier.
Unity, C#, 2D Horror
A horror game focused on atmosphere, progression, enemy behaviors, and modular systems that could expand without collapsing under their own weight.
GameMaker Studio, GML, Pixel Art
A pixel-art management sim about feeding a struggling town with limited ingredients, recurring NPCs, and a mechanics-driven nutrition scoring loop.
Analog + Digital Prototypes
Short-form games exploring recommendation algorithms, echo chambers, and algorithmic bias through play, iteration, and weekly playtests.
Rapid design and technical iteration
A set of quick prototypes, including an endless runner, used to explore player agency, balancing, and tighter feedback loops.