Technical Game Designer
Bridging the gap between creative vision and technical implementation.
Building the next generation of play through robust systems and immersive mechanics.
Point & Click Adventure

Narrative driven exploration of the human psyche.
Serious Game

Self-assessment tool gamified for better engagement.
Action RPG

Fast paced combat in a stylized fantasy world.
Boomer Shooter

High octane retro shooter with modern mechanics.
Prototype

Unannounced project currently in development.
R&D

Research and development for new game systems.
Genre / Type
Enter a mysterious parallel world as a student trapped in a university for monsters. Your mission is to blend in, uncover hidden truths and outwit the sinister creator who controls it all. As you navigate this dark and twisted reality, you'll face challenges that test your resolve and your humanity. Every choice you make could bring you closer to freedom or deeper into the monster's grip. Will you escape with your humanity intact, or will the monstrous world consume you?
Programmer
7 Devs
4 Months
Unity
Standard list-based inventories created a layer of abstraction that separated the player from the puzzles. The constant menu-diving caused input friction, breaking the narrative flow. We needed a system that treated items as tangible tools "in hand," minimizing the steps between thought and action.
I architected a Unified Grid System where the "Toolbar" is dynamically defined as the first row of the main inventory array. This creates a shared index system, eliminating the need for complex data transfer between "bag" and "hand." Items are data-driven ScriptableObjects, keeping the UI stateless. For interactions, I built a Drop Dispatcher that validates Item IDs against World Triggers.
The heavy reliance on exploration and text interaction risked inducing "reading fatigue." The game needed a sharp break in pacing—a high-intensity mechanic to reset the player's attention and mechanically represent the protagonist's growing frustration, without being mechanically unfair.
I engineered a twitch-reaction minigame (inspired by Osu!) where input nodes spawn within a randomized screen-space viewport. To manage the difficulty curve, I separated visual stress from mechanical difficulty. The spawn rate scales aggressively to induce panic, while the win threshold scales forgivingly. This creates an "illusion of difficulty"—the player feels overwhelmed, but the math ensures they rarely fail the narrative check.
Purely visual environments in narrative games often feel static, risking that players rush through scenes without absorbing the lore crucial for the story's impact. We needed a way to turn the background art into an active narrative delivery device that naturally regulates the game's pacing.
I implemented a Context-Sensitive Interaction System that serves a dual purpose: Lore Discovery and Resource Gathering. Objects are tagged with a modular Searchable component. Upon a raycast click event, the system differentiates between spawning a UI Canvas Widget (for lore) or injecting a ScriptableObject directly into the player's inventory. This reusable logic allowed the narrative team to populate the world densely with content.
As a prospective student, you experience the world of Game Production & Management through the diary of Andreas. This serious game acts as an interactive self-assessment tool, guiding players through puzzles and tasks to convey facts about the curriculum in an engaging, gamified way.
Programmer
8 Devs
4 Months
Unity
The core objective was to abstract the complex, stressful dynamics of student group projects into an engaging gameplay loop. We needed to simulate the specific challenges of our major—resource allocation, team fatigue, and role mismatching—without turning the game into a dry spreadsheet simulator.
I architected a stat-driven card system utilizing ScriptableObjects. I implemented two key logic layers: Role Efficiency (mismatched roles apply a penalty) and a Burnout State Machine (cards track usage and lock out upon depletion). This forces players to rotate their "workforce" strategically, mimicking real-world rest requirements.
We wanted to convey the harsh emotional reality of creative iteration. We needed the player to feel the genuine frustration of having their work rejected. Dialogue alone was insufficient; the player needed to feel the loss of time mechanically.
I built a robust customization interface that maximizes user time investment. I deliberately engineered the system to save the visual state temporarily, only to have a narrative trigger flush that data and reset the UI later. This "weaponizes" the UI to serve the story's theme of rejection and restart.
Dive into a story-driven action RPG as Runa, a warrior fleeing her devastated homeland. Forge alliances, unveil sinister experiments, and battle monstrous creatures in a world where magic reshapes life itself. Lead your allies back to Sfagi in a final battle to free your tribe.
Programmer
8 Devs
4 Months
Unreal
The game required a fluid transition between standard melee and a thematically unique magic system based on "impermanence." We needed a robust framework for unlimited magic variations without touching core code, while ensuring melee felt precise.
For melee, I utilized Animation Notifiers to trigger line traces only during active damage windows, coupled with a mathematical Target Lock-On system. For magic, I built a modular inheritance structure where `FruitItems` grant abilities. The selection UI uses a procedurally calculated Radial Menu that adapts segments at runtime.
We needed multiple enemy types with distinct attack patterns but shared core behaviors. Since Unreal Engine’s Behavior Trees do not support traditional inheritance, the risk was high for code duplication and maintenance nightmares.
I implemented a hierarchical AI framework. All enemies derive from an `EnemyBase`. To solve the Behavior Tree limitation, I utilized Sub-Trees. Universal states (Idle, Patrol, Sensing via AIPerception) are encapsulated in reusable Sub-Trees, ensuring changes propagate instantly to all enemy types.
The narrative team needed full autonomy to write branching dialogues, assign quests, and define NPC behaviors without requiring programmer intervention for every new character or line of text.
I engineered a Data Table-driven pipeline. I defined a robust struct containing text, flags, and quest linkage. NPCs expose a single Data Table slot. The system automatically parses the struct and handles the flow, completely decoupling content creation from logic implementation.
The year is 1521. As Opochtzin, the Owl Warrior, you have forged a pact with the death god Mictlantecuhtli to defend your burning homeland. Channel divine power to carve a brutal path through hordes of mythological horrors. Every kill fuels devastating abilities in this high-octane retro shooter.
Programmer
7 Devs
4 Months
Unreal
Coming soon, currently work in progress.
Coming soon, currently work in progress.
Coming soon, currently work in progress.
Coming Soon
Coming Soon