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​MY STORY

I am a gameplay engineer and technical designer with hands-on experience building complex game systems across Unreal Engine (C++/Blueprint), Unity (C#), and VR interaction pipelines. My work focuses on designing robust, data-driven architectures, implementing low-level gameplay subsystems, and bridging engineering with design through scalable, tool-assisted workflows.

Across multiple shipped prototypes and rapid game-jam productions, I have built deterministic system backbones—such as time-loop action-point managers, puzzle sequencing controllers, physiological feedback subsystems, timeline drivers, and editor-integrated data pipelines—all designed for extensibility, predictable state management, and clean API layers that enable designers and artists to iterate without modifying core logic. I routinely develop supporting tooling such as CSV-driven scheduling frameworks, custom editors, shader-based rendering systems, and unified interaction frameworks that combine pickup, inspection, and evidence reasoning within a single component-driven architecture.

Beyond game engines, my engineering foundation is strengthened by software development experience from internships in both full-stack web engineering and front-end systems design. At DECONSEIL, I worked as a full-stack developer building and maintaining CRM systems, integrating Firebase and SQL databases, optimizing data flow, and creating automation tools—including a Chrome extension that harvested merchant data directly into the CRM backend. I also contributed to UI/UX workflows, promotional tooling, and system architecture discussions. Earlier at The TextielLab, I helped design and implement a production-ready web prototype using HTML, CSS, and JavaScript, ensuring that design intent translated cleanly into functional interfaces.

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