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.
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.