Bonus Stage

Game Design and Development

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

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

Analog + Digital Prototypes

UW Game Lab Research

Short-form games exploring recommendation algorithms, echo chambers, and algorithmic bias through play, iteration, and weekly playtests.

ResearchPlaytestingSystemsEducation

Rapid design and technical iteration

Coursework Prototypes

A set of quick prototypes, including an endless runner, used to explore player agency, balancing, and tighter feedback loops.

PrototypingLevel DesignUXIteration