About
I fell for games in a seaside arcade, feeding a cabinet everything I had just to see the next screen. That feeling — one more try, one more room — is the thing I've been chasing to build ever since.
These days I work with studios and solo devs as a freelance game designer, shaping core loops, level flow and the small feedback moments that make a game feel alive. This is a design example; every title, studio and stat below is fictional.
When the engine's closed I'm usually restoring an old CRT, running tabletop one-shots, or losing to my niece at a fighting game I supposedly know better.
Studios
2021 — Present
Lead Game Designer · Nova Arcade (Freelance)
Leading design on a neon roguelike — core loop, enemy design and the meta-progression that keeps players coming back.
- Unity
- C#
- Ink
- Miro
2018 — 2021
Systems Designer · Pixelforge Studio
Designed crafting, economy and progression systems for a survival-crafting hit across PC and console.
- Unreal
- Blueprints
- Machinations
- Excel
2015 — 2018
Level Designer · Byte Collective
Built levels and puzzles for a beloved indie platformer, from grey-box to final art hand-off.
- Godot
- GDScript
- Tiled
- Aseprite
2011 — 2015
QA & Junior Designer · Quarter Up Games
Started in QA, moved into design — where I learned that shipping is a skill of its own.
- Jira
- TestRail
- GameMaker
- Notion
Games

Neon Descent
500k+ playersA neon roguelike about falling forever — every run remixes the tower beneath you.
[PC][Switch][PS5]
Hollow Harvest
BAFTA-nominatedA cozy-dark survival-craft where the farm you tend feeds something in the woods.
[PC][Xbox]
Super Circuit Kids
9/10 averageA hand-drawn platformer about a gang of kids racing home before the streetlights.
[PC][Switch][Mobile]