Technical game designer. I design game systems, then build them myself.
I take an idea from concept through gameplay code, scene layout, and a finished playable build, usually solo. What I care about most is the moment a player understands a mechanic without being handed instructions, and I'll cut a feature I love the second it stops serving that. Right now I'm building complete games in Unity and tools for game communities, and I'm looking to grow into a design or technical-design role on a team.
- Systems & gameplay design - mechanics, loops, and fail states that teach
- Gameplay programming - Unity / C# / Java
- End-to-end ownership - concept to playable build, on my own
A first-person murder investigation game. You have one night to search a victim's apartment, prove the death was a homicide, and name a suspect before a politically sensitive case gets shut down. Built solo in Unity.
Midway through, I cut a system I'd sunk weeks into because it would have left me with a tech demo instead of a game. Redirecting that time turned a throwaway debug log into the game's centerpiece: the evidence journal you use to present your case.
- Monkey Wrench - a two-player asymmetric co-op game
- Scribe - A quest writing tool for the Hytale modding community, with branching dialogue, consequence tracking, NPC and Scene scripting, and a ton of extra features. Will be open source come v1!
- Bluesky
- Discord: vibetheory