Role: Designer
Development Technologies: Unity, Inkle
Notable features I worked on: Dialogue system, Level design
Description: I have been collaborating with the Quadrivium team in the development of a historical narrative-driven game. The game had its demo recently released to Steam. For the game I was directly responsible for the implementation of the branching dialogue system and some of the level design of the available levels.
Role: Game Jam: Developer, Designer, Writer
Development Technologies: C#, Unity, WebGL
Notable features I worked on: Design, Programming, Writing
Description: Developed for the Global Game Jam 2025. I handled multiple key aspects of development. I composed the music, designed and implemented the audio manager, and created all sound effects. I also designed three levels, wrote all dialogue and in-game content, and contributed to programming the scoring system and other gameplay elements.
Role: Solo: Developer, Designer, Writer
Development Technologies: C#, Unity, WebGL, Mobile
Notable features I worked on: 2D Animation, UI/UX, Game Balancing, Minigames
Description: Unfortunately! is a game born out of the frustration of not being able to land a job in the gaming industry for more than a year. It was inspired by the dreaded "Unfortunately" in most rejection emails.
The game is a sarcasm-filled collection of minigames mimicking the gaming industry's application process, from assembling a unique cover letter and CV for each job to the various tests you will be asked to complete.
The process, being true to life, is brutally difficult and frustrating, with little to no feedback as to what went wrong during each stage, and only a small chance to progress through to a job. Upon failing, the player is presented with one of 30+ authentic rejection emails, only slightly modified to alter personal details.
A full design log will be coming soon, in the meantime PLAY IT for free on Itch.io or buy and play the mobile version!
Role: Contracted Unity Designer & Developer
Development Technologies: C#, Unity, iOS, Android
Notable features I worked on: Monetization, Game board and Match logic, Camera movement, Minigames, UI
Description: Collaborated with a remote team to create a high-quality, casual, multiplayer backgammon mobile game. Over the course of my involvement I conducted industry research to develop and implement a diverse range of features while ensuring high testing and documentation standards.
Role: Solo Developer, Designer and Writer
Development Technologies: C#, Unity, WebGL
Notable features I worked on: Online leaderboard, Game balancing, 2D
Description: In this 2D game I developed solo for the Historically Accurate Game Jam, players manage a struggling textile factory during the Industrial Revolution. While appearing as a text-based management game, it is really a satirical take on capitalist exploitation. The game challenges conventional success metrics of both management games and the capitalistic society, revealing that the ultimate goal is humane treatment of virtual workers. Upon completion, players enter an online leaderboard where money holds no value, with subsequent plays displaying visible changes in worker Happiness on the UI.
Role: Solo Designer, Developer and Publisher
Development Technologies: C#, Unity, iOS, Android
Notable features I worked on: Combinatorics, App Development, Mobile Publishing
Description: Initially developed in 2017 as a MATLAB algorithm for creating balanced teams in 5-a-side games. team picker then evolved into a Windows C++ app and a JavaScript web app. It was redeveloped from scratch in Unity and improved to become Team Picker, a mobile app for iOS and Android.
Role: Solo Developer, Designer, Writer
Development Technologies: JavaScript, HTML, CSS, Twine, WebGL
Notable features I worked on: Branching narrative, Choices Matter, Unique link behavior
Description: Developed my second interactive horror story using Twine and the Harlowe 3.2 story format. The narrative, inspired by a nightmare, features a branching storyline with four possible endings. Beyond the branching narrative, subtle text changes occur based on player choices, encouraging multiple playthroughs for a comprehensive understanding of the story. I also implemented unique link behaviors, such as simulating actions like strangling by requiring players to hold a link for a specific duration, adding an interactive and emotionally engaging element to the storytelling.
Writing sample: Selected Twine passages