Visual placeholder
Voxel Destruction Prototype
A small sandbox prototype exploring how destructible geometry changes player planning.
Personal prototype
Draft preview — placeholder copy and sample projects
Game designer first. QA and programmer when the work asks for it.
I design game systems and player-facing experiences, then test and build them to see what actually holds up. This portfolio collects the work across game design, QA, and programming.
Game Design · QA · Programming
One profile, three angles
Pick the discipline you are hiring for. The selected card, the projects, and the skills below change with your choice.
Jack of all trades.
Hired for one at a time.
Now viewing — Game Designer
I design the rules a player learns without noticing: core loops, teaching moments, and the pacing that holds them together. The work below shows the systems I have designed, what I owned, and what changed after playtesting.
Selected work — 02
Visual placeholder
A small sandbox prototype exploring how destructible geometry changes player planning.
Personal prototype
Visual placeholder
A short narrative puzzle slice where the environment teaches the rules before the puzzles test them.
Team prototype
Core skills
Systems & Mechanics
Player Experience
Documentation
About me
I am a game designer interested in how rules become habits: the small decisions a player stops noticing because the system taught them well. I like prototyping early, testing what breaks, and keeping only the mechanics that survive contact with real players.
Current focus