Narrative Design
Though I'm a game designer by trade, being able to write a unique story is easily the skill I'm the most proud of.
A game with a strong sense of character and environment is what pushes it from being a fun system to operate into becoming a memorable experience.

bullet hell dating sim about galactic conquest

comedic walking sim about life's meaning and staircases

bullet hell dating sim about galactic conquest
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System Design
Ever since my first game, I've always been pushed away from the idea of creating a game that's similar to something that already exists. Each of my projects tries to either take a well defined concept far outside of its comfort zone, or make a brand new concept entirely.

Godot arcade game about adding to 10 (remake of Fractal Sum)

bullet hell dating sim about galactic conquest

arcade game about adding to 10

Godot arcade game about adding to 10 (remake of Fractal Sum)
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UI Design
Though I saw UI as a necessary chore in my first games, I eventually grew to appreciate it. The interface is everything about how the user plays the game. Streamlining it to make it stylish and efficient is a skill I'm glad to have learned, as it's made my projects all the more polished.

Godot arcade game about adding to 10 (remake of Fractal Sum)

bullet hell dating sim about galactic conquest

2 player top down fighting game

Godot arcade game about adding to 10 (remake of Fractal Sum)
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Puzzle Design
Of all the genres I've worked in, Puzzle Design is easily the most interesting challenge. After spending time studying what makes a good puzzle, I came to the conclusion that the designer is tasked with the objective of making the player think they're an idiot. Though that sounds easy on paper, there's a very fine line between the player thinking their an idiot versus them thinking the designer's an idiot, and working on this line is what I love most about the genre.

puzzle game about freezing objects in place

puzzle game about freezing objects in place
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Level Design
A lot of my projects are low in scope, with a small number of simple mechanics. To get the most out of each of them, unique levels that push the mechanic in a new and interesting way is almost mandatory.

point and click "I Spy"-esque adventure

comedic walking sim about life's meaning and staircases

puzzle game about freezing objects in place

point and click "I Spy"-esque adventure
click image for more
AI Programming
Most my work tries to keep AI to a minimum for the sake of scoping. However, as a programmer, I must admit it's an interesting topic whenever I'm working with it.

ai demo that "solves" a given game

ai demo that "solves" a given game
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Team Projects
Though I love making solo projects, I'm well aware that working alone can only get me so far. I've worked with several teams in the past, some bad, most great, and they've all been a amazing learning experience.

point and click "I Spy"-esque adventure

puzzle game about freezing objects in place

failed dungeon crawler

point and click "I Spy"-esque adventure
click image for more
Failed Projects
Over my time as a designer I've created several projects that would hardly qualify as being called a "game". Projects can fail for many reasons, be it poor time management, lack of resources, miscommunication, and so on. However, despite the lack of enjoyment that can be had from playing them, I've learned a lot from every project that's burst into flames.

failed dungeon crawler

failed "game?" and my first project

failed dungeon crawler