OTHER PROJECTS
Here are some highlights from other projects and prototypes I've been working on ✨
Atomancer (2023)
Atomancer is an accessible horde survival roguelite made for the Xbox Adaptive Controller.
My biggest design contributions were the explosive enemy, enemy waves and patterns, balancing, and weapon and ability improvements.
Nominated for Best Design, Judges' Choice, and Best Tech at the Futuregames Awards 2023 with Atomancer. Top four among 38 games. Also nominated for Best Tech once again at FutureGames Awards 2024.
Highlights
Enemy Design
Enemy Waves & Formations
Balancing
Project Management

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Solo project
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3 weeks school project
Made in
Haphephobia (2024)
Proof-of-concept for a surreal psychological horror game centered on the fear of touch (haphephobia). It takes place in a series of distorted and changing subway carriages filled with unsettling cracking fingers.
I'm proud of how I played around with player expectations and designed the fingers and encounters to make an unsettling and tense experience.
The project was made for a level design course held by Cyberpunk 2077 Level Design Lead Tid Coony, who enjoyed the experience and, in response, said that I "have a sick mind" ♥
Highlights
Encounter Design
Level Design
Zen Tile Gardens (2024)
Proof-of-concept for a relaxing tile-based puzzle game where you create beautiful never-ending Japanese Zen gardens. Inspired by games like Dorfromantik.
After lots of paper prototyping, I implemented the core loop and mechanics in Unreal. I am proud of the addictive, but calming and creative, gameplay. I'd love to get back to it at some point. Feel free to take a look at the Miro board.
Highlights
Gameplay Loops
3Cs Design
Core Mehanics
Technical Design
Prototyping

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Solo project
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3 months side project
Made in
The Miro board for the project. Check out the Narrative Section.
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4 members
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1 month side project
Made in
Submerged (2023-2024)
A survival horror game where you explore underwater research stations on a frozen water planet. The game ties into the theme of carcinization – the phenomenon of creatures evolving into crabs.
I was mainly responsible for the narrative design and creative direction. I'm proud of how I came up with the overall narrative concept and world-building, how I tied it to mechanics, and how I translated these things into actual story and characters.
Due to personal circumstances and other obligations among team members, we couldn't continue with development.
Highlights
Narrative Design
World Building
Radio Receiver (2024)
A prototype for a radio receiver tool, meant to be the central mechanic for a UI-based horror game.
The radio has an adjustable receiver similar to a radar. By honing in on signals, you can hear them more clearly. If you've identified and focused on a signal, you can explore its frequencies to find and decrypt hidden messages.
The feature was inspired by the radios in Signalis and Voyager-19. I saw potential for interesting horror encounters and intend to explore some with the tool in the future.
I'm proud of the technical design & implementation. Major challenges were dynamically mixing sounds and visualizing the sound waves.
Highlights
Technical Design
Core Mechanic

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Solo project
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2 weeks school project
Made in




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Solo project
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Board Game
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2 month side project
Profanity (2024–Now)
A party board game about making silly insults, similar to games like Cards Against Humanity. Players are given a prompt each round and have to build an insult based on the cards on their hands and the number of cards required.
For example:
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Prompt: "What's your nickname for your partner on your messaging app?" (3 Words)
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Answers: "Bum Worshipping Millenial", "Mrs. Fertile Baboon", "Ravioli Drinking Vampire", "Cheating Curry Cat"
Thanks to playtesting and iterations, the core rules are down. I have also written and organized around 60 prompts and 650 cards. The remaining challenge is filtering, improving, and balancing the prompts and cards. I made a digital prototype in JavaScript for Google Sheets.
Highlights
Board Game
Multiplayer
Gameplay Loops
Balancing
Playtesting
Bonsai '98 (2024–Now)
A relaxing game where you grow and decorate your own dynamic bonsai dioramas. It's atmospheric and cozy with retro aesthetics.
The project is ongoing and planned for a Steam release. I joined late in development and have mainly helped out with gameplay loops, progression, and quest systems.
Nominated in the top three for Best Design at the Futuregames Awards 2024 among 60 games.
Highlights
Gameplay Loops
Progression

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Solo project
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1 month side project
Made in
Hover for Sound.
Breakdown (2023)
A prototype for a surreal psychological horror game about burnout. It's an escalatingly tense and unsettling experience in an apartment building.
The prototyped level was one of five planned levels. I designed the narrative and pacing for the full game. In the prototype, I'm happy with the build-up of tension and how I tie it to player actions. For example, how I create a sense of safety around light switches only to take away that control to create tension later.
Highlights
Encounter Design
Narrative Design
Level Design
Anime Ramen (2024)
I made a quick prototype in Unreal to see if an anime art style was feasible for a game idea I was iterating on with some friends.
I made all the assets and shaders. I tried a bunch of different methods to achieve the stylized art style.
Highlights
Prototyping

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Solo project
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2 days side project
Made in

List of playtests and iterations for the paper prototype.
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Solo project
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Paper prototype
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1 week side project
Defending Mount Olympus (2023-2024)
Paper prototype of a hexagonal tile-based roguelike tower defense game. You start with a temple at the top of a mountain and then build the mountain from top to bottom using randomized tiles for defenses and enemy paths.
I'm proud of the rapid prototyping methodology and all the iterations. I got good insights about the rules and dynamics of game and feel like I came as far as I could without implementing anything in engine.
Highlights
Gameplay Loops
Progression
Prototyping
Silent Lung (2023)
The purpose of the phases was to build and release tension. Switching back and forth between the phases naturally creates high intensity and low intensity moments.
The preparation phase is safer but helps build anticipation for the execution, and then building the courage to embrace danger and follow the plan makes execution more tense.
