I prototype fast across engines and ship products end to end — from UE5 gameplay systems to a live streaming platform serving real audiences.
UE5 & Blueprints · O3DE · Godot · Defold
JusTrack on iOS & Android · BoxStreamTV live
TypeScript · Next.js · AWS IVS · Stripe · Supabase
A puzzle-platformer where every mechanic serves dual purposes — my UE5 capstone, built with a team of 7. AI coordination, environmental teaching, and systems design.
Enemies work together — alternating attacks and reacting to the player.
Levels teach their mechanics naturally — no tutorials, just flow.
Owned direction and kept seven developers shipping together.
Full products owned end to end — from architecture to the app-store release pipeline.
A live pay-per-view streaming platform built from scratch: low-latency video, secure checkout, an on-demand library, and subscriptions — a production system serving live fight audiences.






A cross-platform basketball tracking app — shipped to the App Store and Google Play. I owned the UX flow, real-time state, and the full release pipeline on both platforms.
A self-imposed challenge: build a compelling game using only one button. The result — mechanics that emerged from pure creative constraint.
A self-imposed limit that forced creative solutions and amplified every decision.
Like Mario — the game teaches through interaction, not instruction.
Under one button, when you act matters as much as what you do.
Anti-gravity and ice-sliding mechanics emerged from the constraint.
Drag and release to match the bounce goal!
Bounce Target was inspired by a fun game I played with my boys around our kitchen table. We'd take turns bouncing a ball across the table, challenging each other to hit a specific number of bounces before it went off the edge. The first player aimed for one bounce, the next for two, and so on. It was all about precision, timing, and a bit of friendly competition. I created this digital version to capture that same joy and share it with others, turning our family game into a playful puzzle for everyone to enjoy!
Multi-engine game development plus production-grade engineering — built for fast iteration and autonomous ownership under ambiguity.
Looking for a Technical Game Designer role where I can prototype systems and ship the tools that unlock a team.
UE5 + Blueprints, O3DE, Godot, Defold
From UE5 systems to a live streaming platform and apps on both stores
Builds the systems and tools that speed up the whole team
Takes ambiguous problems from concept to production, solo