Projects big and small.
Crimson Moon (2026)
Studio: Probably Monsters
Platform: PC, PlayStation 5
Responsibilities: As Principal Technical Designer on Crimson Moon, I led the technical design and implementation of core gameplay systems—including combat, status effects, progression, and itemization/loot—bridging design and engineering. I prototyped and iterated mechanics in Unreal Engine using Blueprints and scripting, defined technical best practices, oversaw tools and documentation, and ensured features met performance targets. I also handled intuitive UX/UI implementation, authored key technical/design docs, and aligned cross-functional and outsourced teams to deliver cohesive, high-quality gameplay aligned with the project vision.
Engine & Tools: Unreal Engine 5
Links: Steam Page

Arch Bound(2025)
Studio: Cardboard Box Entertainment
Platform: PC
Responsibilities: Designed and developed a multiplayer co-op survival game at RTS scale.
Engine & Tools: Unity
Links: YouTube

Lichlord (2024)
Studio: Cardboard Box Entertainment
Platform: PC
Responsibilities: Designed and developed a multiplayer co-op action RPG in Godot and Unity, building the entire project in C# with Photon Fusion 2 for predictive and reconciled networking. Created a custom 2D animation system, led prototyping and pitching of core gameplay concepts, and used Dice Wrench Designs tools for asset bundling and workflow optimization.
Engine & Tools: Godot/Unity
Links: Game Page

Disintegration (2020)
Studio: V1 Interactive
Platform: PC, PlayStation 4, Xbox One
Responsibilities: Worked with a small studio to create a hybrid shooter/tactics game. Designed and created weapons and shooting behaviors for player and AI controlled weapons. Implemented flight behavior for the player hovercraft. Drove and designed behaviors, special abilities, and command system for AI controlled troops.
Engine & Tools: Unreal Engine 4
Links: Game website

Excalibur (2019)
Studio: Wargaming Seattle
Platform: PC
Responsibilities: Worked in a large studio to prototype and design a World of Tanks game for a modern audience. Created and implemented design of multiple competitive game modes. Design owner of the ability and intel systems and was responsible for designing, planning, and scripting.
Engine & Tools: Proprietary Wargaming Engine, Lua Script
Links: Game footage

Trans-Galactic Tournament (2015)
Studio: Kiz Studios, Hibernum Creations Games
Platform: PlayStation 4
Responsibilities: Lead design in creation of a multiplayer hero-based arena combat game for a small studio. Created the hero design process, combat and abilities, and created level block-outs. Spoke at trade shows and promotional events for the studio.
Engine & Tools: Unity Engine, Photoshop, Maya
Links: Game website

Pinballistik (2011)
Studio: Creat Studios
Platform: PlayStation 3
Responsibilities: Worked in a small team to create a multiplayer pinball game. Designed, modeled, and tested digital pinball machines. Designed and created pinball the mini-games and progression for each machine.
Engine & Tools: Proprietary Engine
Links: Giant Bomb

Alien Havoc (2009)
Studio: Creat Studios
Platforms: Playstation Portable, Nintendo DSi
Responsibilities: Built and shipped a small game in a two-man team. Designed levels using a custom engine and created the sprite artwork for environments, characters, and menus.
Engine & Tools: Proprietary Engine
Links: TheSixthAxis

Tony Hawk’s Motion (2008)
Studio: Creat Studios
Platform: Nintendo DS
Responsibilities: Designed, built, scripted, decorated, and lit levels for a Nintendo DS skateboarding game.
Engine & Tools: Proprietary DS Engine, 3DS Max, Photoshop
Links: GameSpot
