Game Mechanics
Designing rules, feedback loops, and player choices that make an experience feel clear and rewarding.
Designing rules, feedback loops, and player choices that make an experience feel clear and rewarding.
Using pacing, clarity, challenge, and player motivation to shape cohesive game experiences.
Introducing controls and systems through purposeful interaction, readable feedback, and gradual complexity.
Building with C#, C++, JavaScript, TypeScript, SQL, and the tools that support reliable iteration.
Planning modular systems with clear responsibilities, relationships, and room to evolve.
Working across engine-level concerns such as rendering, input, scene structure, and game architecture.
A first-person shooter inspired by DOOM.
A low-level graphics and engine project exploring rendering systems and modular architecture.
A multiplayer Tetris experience designed around accessible and responsive controller input.
Discover all of my work by escaping Nexus' Cave.