Games!
Game Mechanics, Systems Design, Game Balance, Narrative Design, Level Design. These are projects I have worked on by myself or in a team! Please check out the various works to learn more.
Virusbound
Design Focus: Game Mechanics | Systems Design | Game Balance | Narrative Design
Virusbound is a tactical role playing game (TRPG) set in a dystopian world transformed by a mysterious virus, where power and immunity shape combat. As the designer, I developed an innovative system allowing players to customize their forces by harnessing viral mutations or resisting them through immunity based abilities. With a deep class system, high-stakes mechanics like Viral Blast, and dynamic encounters, Virusbound challenges players to adapt, strategize, and survive.

Epocrypha

Design Focus: Game Mechanics | Systems Design | Game Balance | Narrative Design
Epocrypha is a trading card game (TCG) that I’ve designed from the ground up, crafting its core mechanics, balance systems, and lore. As the sole designer, I developed a unique two-tier strategy system where players take on the role of a leader, shaping their deck and battlefield strategy to match their strengths. With distinct faction mechanics, deep customization through the Promotion system, and a variety of playstyles, Epocrypha merges immersive storytelling with strategic deck building.
Baked
Design Focus: Game Mechanics | Systems Design | Game Balance| Narrative Design | Level Design
Baked is a survival exploration game where stealth, tension, and strategy are key. Players must navigate an enemy patrolled environment, locating five terminals to escape and reunite with their family. One wrong move means game over, making every decision a test of patience and precision. As the designer, I focused on creating dynamic stealth mechanics and environmental challenges that heighten the feeling of vulnerability and urgency.
Sort it Out
Design Focus: Level Design | Game Mechanics | Systems DesignSort It Out is a first person platformer that blends platforming, puzzle solving, and environmental awareness. Created during a game jam focused on positive world changes, my team designed an immersive level where players clean and recycle at their own pace. As a level and gameplay designer, I helped shape a traversal system that allows for creative movement, making cleaning both fun and rewarding.
Nocturne Manor
Design Focus: Narrative Design | Game Mechanics | Level Design
Nocturne Manor is a music-infused puzzle adventure where light, melody, and mystery intertwine. As a designer, I worked on storytelling, mechanics, and level design to craft an eerie yet captivating experience. Players must navigate a haunted mansion, solve musical puzzles, and uncover the tragic tale of a once great musician.
Killer Vortex
Design Focus: Game Mechanics | Systems Design | Game Balance
Killer Vortex is an arcade style game where players control a growing vortex in space, swallowing smaller objects while avoiding larger threats. Designed for the Kenny Jam, our team overcame strict asset limitations to create a polished and engaging experience, earning 13th place out of 295 entries. As a designer, I focused on gameplay balance and dynamic gravity interactions to ensure each playthrough was exciting and rewarding.



