Game and narrative designer with experience in branching dialogue, modular systems, and player-centric storytelling. I specialize in shaping cohesive gameplay experiences across indie titles and large mod projects, driving development through story, systems, and cross-disciplinary collaboration.
Led design and writing on a Unreal Engine 5 capstone: systems‑driven horror with survival mechanics, reactive encounters, and experiential area design.
An upcoming large-scale, standalone mod for Fallout 4, Fallout: Cascadia is a fully realized expansion with original quests, factions, and characters. As a narrative designer, my work focuses on creating engaging NPC interactions, environmental storytelling, and player agency that feel true to the Fallout setting and the series as a whole.
A deep-dive into my original narrative quest for The Elder Scrolls V: Skyrim, showcasing my ability to write compelling stories within the Elder Scrolls universe and implement them using Creation Kit, demonstrating deep understanding of TES lore and character development.
A psychological horror capstone project made in Unreal Engine 5, blending point-and-click mechanics, free-roaming combat, and survival resource management. As a game designer and writer, I designed all the puzzles, setup key encounters, and developed the game's Wendigo mythos across puzzles, journal logs, and ambient storytelling.
An indie psychological horror game currently in development. I worked as a contracted narrative designer, where I was responsible for character dialogue, narrative structure, and game world storytelling, shaping the game's atmosphere and emotional depth.
MSF: Mason Salvation Force is a large-scale student project developed by a 24-person multidisciplinary team in Unity. As the producer, I managed task delegation, scheduling, and team communication, ensuring the project met milestones two weeks ahead of schedule.
A comprehensive showcase of my 3D art and level design capabilities, featuring a complete original environment built from scratch in Unity. I modeled every object, prop, building, and tree, designed the terrain layout, and implemented advanced shader systems including custom leaf shaders using Unity's Shader Graph.
An interactive analysis exploring Telltale's revolutionary narrative design formula, their meteoric rise and sudden collapse, and the lasting impact on choice-driven storytelling in games. Features data visualization, timeline analysis, and deep dives into their core design pillars that redefined interactive narrative.
A fast-paced couch multiplayer game developed in Godot during a two-week game jam. As the game designer, I collaborated with four developers to create and refine competitive mechanics, event triggers, and systems that fit the jam’s theme and time constraints.
A critically acclaimed total conversion mod for Hearts of Iron IV, transforming the game into a rich fantasy setting. As a writer, I contributed extensive narrative content, including nation paths, character arcs, and in-game event text, enhancing worldbuilding and player choice.
A total conversion mod that reimagines the deep post-apocalyptic setting Fallout into a Hearts of Iron IV grand strategy experience . As a writer, I wrote branching nation paths, character dialogues, and localization content, ensuring captivating storytelling and lore consistency.
A total conversion mod for Mount & Blade II: Bannerlord, set in the Warhammer Fantasy universe. As a writer, I developed character biographies, world lore, and quest dialogue, bringing the Warhammer Fantasy setting to life with rich storytelling.
A modern take on classic 3D breakout games, completed in one week as a technical skills assessment in Unity. As the sole developer and designer, I rapidly prototyped and implemented gameplay mechanics, level progression, and physics-based interactions while learning advanced Unity features under time constraints, demonstrating my ability to deliver polished results within tight deadlines.
Built in one week, Realm Ball sharpened my rapid prototyping, physics tuning, and scope discipline under deadline.