Technical Design

Systems, tools, and gameplay I shipped or prototyped across engines—clean reads, resilient code, and strong player feel.

EverStride

Unity • C# • iOS / Android / Mac • Solo

2D endless runner pairing a tight jump loop with lo-fi soundscapes. Shipped across mobile and desktop with robust accessibility.

  • Core tech: player controller, procedural ground generation, speed scaling & unlockable scenes.
  • Access & polish: Easy Mode, 3 color-blind modes, haptics/audio toggles, 15 languages, iPad & Vision Pro support.
  • Services: global leaderboards with profanity filter, stats & telemetry-style tracking.
Shipped EverStride mobile game—lo-fi rooftop scene
Windows Exo: Breakpoint—combat arena with portals

Exo: Breakpoint

Unreal Engine 5 • C++ + Blueprints • Solo

Wave-based PvE prototype centered on a signature slow-time ability (Breakpoint) and an open-hub arena.

  • Systems: C++ wave manager, adaptive spawners, Breakpoint slow-time w/ VFX & cooldown, HUD signals.
  • World & feel: elevation & cover reads, pursuit tuning, day–night cycle, FOV modulation.
  • Goal: high tempo loops with clear reads and tactical slow-downs for planning.
UE5C++Blueprints

Kaida: The Little Dragon

GameMaker • GML • Windows • Team 4 (Lead Creator)

Narrative 2D puzzle-platformer. Built the mechanics stack and authored puzzle systems with fast iteration and readable feedback.

  • Core mechanics: movement, wall-jump, dash, coyote-time, crate push & collision.
  • Puzzle systems: pressure plates, moving/bouncy platforms, checkpoints; parallax & particles.
  • UX & tooling: menus/UI, cutscenes/trailer, repo management and build pipeline.
SystemsPuzzle DesignUI
Windows Kaida: The Little Dragon—gameplay
Windows Endless Protocol—in-game facility shot

Endless Protocol

GameMaker • GML • Windows • Team 4 (Lead Creator)

Top-down survival shooter around a 20-minute restoration objective with clean critical pathing and replayable loops.

  • AI & systems: grid-aware pathing, adaptive spawns, dash ability, encounter readability.
  • Front-end: title/win/lose/settings flows, dialogue segment, opening cutscene, trailer.
GMLAI PathingUI/UX
Prototype Hi-Fi Dodgeball—prototype gameplay still

Hi-Fi Dodgeball

Unity • C# • Windows • Solo

3D prototype to establish a Blender→Unity pipeline and timing-based throw/catch mechanics with a lightweight state machine.

  • Character controller, timing windows, basic AI states.
  • Original model/rig/anims authored in Blender and imported to Unity.
UnityBlenderAnimation

Café Crescendo

Unity • C# • Windows • Solo • In development

Narrative project with branching dialogue and mini-games (drink crafting, rhythm performance). Focus on authoring tools and UX.

  • Dialogue graph (branches/state), choice UI, save/load.
  • Prototype mini-games & interaction patterns; content pipeline.
Dialogue ToolsUnity UI
Work-in-Progress Café Crescendo—coffee shop WIP

Professional

Axis Football 2026

Technical Designer • Axis Games • 2025—Present

Designing a procedural college-stats system that converts hidden attributes into position-specific performance for scouting and sim.

  • Balanced distributions for fair gameplay & readable outputs; integrated with scouting UI.
  • Earlier internship: stadium environment implementation, crowd systems, QA flows.
Systems DesignBalancing
In Production Axis Football—tackle moment