About Me
I make games because I love creating worlds that feel alive and meaningful. What started as a spark from older games has turned into a curiosity-driven drive to capture just the right amount of detail — enough to matter, but still leaving room to experiment and discover better ways to make things work.
I tend to think in a data-first way: I like systems that are clear and predictable, but I also want the code to stay flexible so I can iterate and try new ideas without getting stuck. I don’t have all the answers, and that’s part of the fun — figuring out solutions to problems as they come is what keeps me engaged.
I’m drawn to systems that allow emergent interactions — things like crowd simulation, in-game relationships, combat mechanics, and procedural content. I want to build large, traversable worlds, but with a focus on a few hand-crafted hubs that feel polished and meaningful. These areas should stand out, while still interacting naturally with the broader simulation.
I’m still gaining experience, but I bring a strong ability to map out complex systems in my head and a constant curiosity for how mechanics shape player experiences. I’m always exploring design patterns, optimizing code, and finding ways to make systems responsive, adaptable, and intuitive to work with.
Development Skills
Programming Languages
- C#
- C++
- HTML/CSS/JS
- Python
Game Engines
- Unity
- Godot
- Unreal Engine