Projects
Landfall

Designed and implemented gameplay systems across combat AI, stealth, weapons, hit reactions, navigation, and encounter logic. Built and scripted levels around those systems, created player-facing UI and HUD functionality, and developed technical animation features supporting combat, locomotion, aiming, and physical reactions. Worked across design, C++, Blueprint, animation, and level implementation to take features from prototype through playable integration.
Disciplines
Combat Design
Systems Design
AI Design
UI Design
Level Design
Technical Animation
ENGINE & TOOLS
Unreal Engine
Blender
C++
Visual Studio
Blueprint
Landfall

Designed and implemented gameplay systems across combat AI, stealth, weapons, hit reactions, navigation, and encounter logic. Built and scripted levels around those systems, created player-facing UI and HUD functionality, and developed technical animation features supporting combat, locomotion, aiming, and physical reactions. Worked across design, C++, Blueprint, animation, and level implementation to take features from prototype through playable integration.
Disciplines
Combat Design
Systems Design
AI Design
UI Design
Level Design
Technical Animation
ENGINE & TOOLS
Unreal Engine
Blender
C++
Visual Studio
Blueprint
Landfall

Designed and implemented gameplay systems across combat AI, stealth, weapons, hit reactions, navigation, and encounter logic. Built and scripted levels around those systems, created player-facing UI and HUD functionality, and developed technical animation features supporting combat, locomotion, aiming, and physical reactions. Worked across design, C++, Blueprint, animation, and level implementation to take features from prototype through playable integration.
Disciplines
Combat Design
Systems Design
AI Design
UI Design
Level Design
Technical Animation
ENGINE & TOOLS
Unreal Engine
Blender
C++
Visual Studio
Blueprint
Dreams of Telmahre

Contributions: Cleaned and prepared 3D assets for integration into the game, and designed an NPC crowd system for the subway environment, including navigation and animation setup for ambient characters. Created both protagonist character models using MetaHuman and implemented first-person interactions such as sitting on chairs or using ladders. Later took on production coordination responsibilities, tracking team progress and hours, reviewing implementation work, and helping other designers resolve technical blockers.
Disciplines
Systems Design
AI Design
Technical Animation
Production
Level Design
ENGINE & TOOLS
Unreal Engine
Blueprint
Blender
Subversion
MetaHuman
Trello
Dreams of Telmahre

Contributions: Cleaned and prepared 3D assets for integration into the game, and designed an NPC crowd system for the subway environment, including navigation and animation setup for ambient characters. Created both protagonist character models using MetaHuman and implemented first-person interactions such as sitting on chairs or using ladders. Later took on production coordination responsibilities, tracking team progress and hours, reviewing implementation work, and helping other designers resolve technical blockers.
Disciplines
Systems Design
AI Design
Technical Animation
Production
Level Design
ENGINE & TOOLS
Unreal Engine
Blueprint
Blender
Subversion
MetaHuman
Trello
Dreams of Telmahre

Contributions: Cleaned and prepared 3D assets for integration into the game, and designed an NPC crowd system for the subway environment, including navigation and animation setup for ambient characters. Created both protagonist character models using MetaHuman and implemented first-person interactions such as sitting on chairs or using ladders. Later took on production coordination responsibilities, tracking team progress and hours, reviewing implementation work, and helping other designers resolve technical blockers.
Disciplines
Systems Design
AI Design
Technical Animation
Production
Level Design
ENGINE & TOOLS
Unreal Engine
Blueprint
Blender
Subversion
MetaHuman
Trello
Surface Runner

Designed and scripted multiple levels and gameplay sequences, including rising platforms, fast-acting environmental hazards, and other traversal challenges. Created core parkour mechanics such as wall-running and vaulting, and implemented menu and supporting gameplay logic. Took on creative-direction responsibilities for the project, reviewing proposed mechanics, deciding which features moved forward, and helping maintain the overall gameplay direction. Used Trello to organize work and track development tasks across the team.
Disciplines
Systems Design
Level Deisgn
Production
ENGINE & TOOLS
Unreal Engine
Blueprint
Subversion
Trello
Surface Runner

Designed and scripted multiple levels and gameplay sequences, including rising platforms, fast-acting environmental hazards, and other traversal challenges. Created core parkour mechanics such as wall-running and vaulting, and implemented menu and supporting gameplay logic. Took on creative-direction responsibilities for the project, reviewing proposed mechanics, deciding which features moved forward, and helping maintain the overall gameplay direction. Used Trello to organize work and track development tasks across the team.
Disciplines
Systems Design
Level Deisgn
Production
ENGINE & TOOLS
Unreal Engine
Blueprint
Subversion
Trello
Surface Runner

Designed and scripted multiple levels and gameplay sequences, including rising platforms, fast-acting environmental hazards, and other traversal challenges. Created core parkour mechanics such as wall-running and vaulting, and implemented menu and supporting gameplay logic. Took on creative-direction responsibilities for the project, reviewing proposed mechanics, deciding which features moved forward, and helping maintain the overall gameplay direction. Used Trello to organize work and track development tasks across the team.
Disciplines
Systems Design
Level Deisgn
Production
ENGINE & TOOLS
Unreal Engine
Blueprint
Subversion
Trello
Dragonball Reborn

Contributions: Designed and developed the core RPG systems, including character attributes and derived statistics, progression, custom move creation, combat calculations, Reactive Dodge, limb damage, inventory and encumbrance, and setting-specific combat rules. Built the framework in Google Sheets using formula- and lookup-driven logic so character values, attacks, and combat outcomes updated dynamically and could be tested and balanced through play.
Disciplines
Systems Design
Character Design
Combat Design
Progression Systems
Balancing
RPG Systems
Content Design
ENGINE & TOOLS
Google Sheets
Google Docs
Dragonball Reborn

Contributions: Designed and developed the core RPG systems, including character attributes and derived statistics, progression, custom move creation, combat calculations, Reactive Dodge, limb damage, inventory and encumbrance, and setting-specific combat rules. Built the framework in Google Sheets using formula- and lookup-driven logic so character values, attacks, and combat outcomes updated dynamically and could be tested and balanced through play.
Disciplines
Systems Design
Character Design
Combat Design
Progression Systems
Balancing
RPG Systems
Content Design
ENGINE & TOOLS
Google Sheets
Google Docs
Dragonball Reborn

Contributions: Designed and developed the core RPG systems, including character attributes and derived statistics, progression, custom move creation, combat calculations, Reactive Dodge, limb damage, inventory and encumbrance, and setting-specific combat rules. Built the framework in Google Sheets using formula- and lookup-driven logic so character values, attacks, and combat outcomes updated dynamically and could be tested and balanced through play.
Disciplines
Systems Design
Character Design
Combat Design
Progression Systems
Balancing
RPG Systems
Content Design
ENGINE & TOOLS
Google Sheets
Google Docs
Naruto Heart of The Ninja

Designed and implemented a limb-based armor system with formula-driven damage reduction logic. Created Naruto-specific mechanics including jutsu casting and fuinjutsu systems, along with supporting rules and interactions tailored to the Naruto universe. Built item tables and authored equipment and consumable content, designed encounters, and developed playable and non-playable characters within the RPG.
Disciplines
Systems Design
Combat Design
Content Design
Character Design
Progression Systems
ENGINE & TOOLS
Google Sheets
Google Docs
Naruto Heart of The Ninja

Designed and implemented a limb-based armor system with formula-driven damage reduction logic. Created Naruto-specific mechanics including jutsu casting and fuinjutsu systems, along with supporting rules and interactions tailored to the Naruto universe. Built item tables and authored equipment and consumable content, designed encounters, and developed playable and non-playable characters within the RPG.
Disciplines
Systems Design
Combat Design
Content Design
Character Design
Progression Systems
ENGINE & TOOLS
Google Sheets
Google Docs
Naruto Heart of The Ninja

Designed and implemented a limb-based armor system with formula-driven damage reduction logic. Created Naruto-specific mechanics including jutsu casting and fuinjutsu systems, along with supporting rules and interactions tailored to the Naruto universe. Built item tables and authored equipment and consumable content, designed encounters, and developed playable and non-playable characters within the RPG.
Disciplines
Systems Design
Combat Design
Content Design
Character Design
Progression Systems
ENGINE & TOOLS
Google Sheets
Google Docs