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WHAT I ACTUALLY DO
Spatial & Encounter Design
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Combat pacing, escalation structuring, and player pressure curves
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Sightline control, readability, and AI threat layering
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Layout-driven support for narrative beats and player agency
Systems & Tech Implementation
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Unreal Engine Blueprint scripting and modular encounter logic
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State-driven mission and objective flow design
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AI integration and scalable gameplay system implementation
Cross Discipline Execution
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Performance-aware content construction within technical constraints
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Structured playtesting, iteration, and gameplay tuning discipline
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Clear cross-team communication across engineering, narrative, and art
Recent Work
The most recent projects I have been a part of.
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