I build gameplay systems with a strong focus on multiplayer fundamentals, clear state-driven logic, and production-ready code. I’ve shipped a co-op title on Steam as a solo developer.
Start with Undercover it contains the most relevant multiplayer engineering work.
I keep a broad range of finished projects, but the main focus is my shipped multiplayer title and the systems behind it.
Online co-op game focused on communication and social deduction. Built with a server-driven event flow and shipped to Steam.
Puzzle game built to explore modular Blueprint-based systems.
3D platformer focused on player movement and gameplay feel.
Atmospheric exploration game with focus on pacing and storytelling.
Other projects and jam work
Sci-fi tower defense: build defenses at night to protect xenite mining operations from enemy droid fleets.
2D pixel-platformer built to strengthen gameplay fundamentals.
5-day game jam project created under heavy time pressure.
This section is intentionally technical. It’s based on real problems I hit while shipping a multiplayer title and how I solved them using a server-driven, event-based approach.
I’m a game creation student and solo developer focused on finished, shippable projects. My main strength is building clear gameplay systems and applying multiplayer fundamentals in a production setting (shipping and supporting a Steam release). I’m currently looking for a junior gameplay role at an indie studio where I can contribute to gameplay systems, multiplayer features, and clean, maintainable code.
Best ways to reach me: