Independent Game Developer
September 2022 to November 2024
San Francisco, California
Design original gameplay systems centered around player expression and emergent behavior.
Develop gameplay, procedural systems, AI, and tools using C# and Unity.
Build projects from concept to prototype, including design, programming, art, and production.
Coming from film and video, I was initially drawn to games because of their ability to tell stories. What I discovered instead was something far more interesting: the best games don't tell the player's story at all. They create systems that allow players to tell their own.
That idea sits at the center of everything I build. Whether it's procedural monsters, physics-driven puzzles, or evolving combat systems, I'm interested in creating mechanics that encourage experimentation, surprise, and player expression. The technology changes from project to project, but the question is usually the same: what happens if I give players possibilities they've never seen before?
Games
Mazémon explores the idea of true monster hybridization. Instead of predefined combinations, every creature can combine with every other creature, producing entirely new hybrids through a simplified genetics system. Even the small demo contains more than 100,000 possible monsters, with the full game capable of generating over a quintillion unique creatures.
Galaxor is a horde survival game built around skill evolution and player expression. Instead of following fixed upgrade paths, players can fundamentally alter the behavior of their abilities, creating builds that feel distinct from one another and encouraging experimentation between runs.