








Diablo IV is a dark fantasy, open-world action RPG that combines hack-and-slash combat, deep character customization, and live-service progression within a grim gothic world.
Designed and programmed an upcoming boss encounter from the ground up, creating its full moveset, balancing its abilities, and helping with its quest narrative.
Refactored and designed multiple bosses and enemies for upcoming Diablo IV endgame content to enhance challenge, pacing, and player engagement.
Collaborated cross-functionally with gameplay engineers, VFX artists, quest designers, and other departments to iterate, polish, and implement encounters effectively.
Coordinated with the Diablo IV China team to support the implementation, tuning and vfx of various bosses and enemies for localized versions of the game.
Eggy Party is a colorful, physics-based party game where players control customizable egg characters to compete in chaotic obstacle courses and mini-games.
Developed multiple official maps for Eggy Party using the in-house engine, including levels designed for upcoming commercial collaborations and themed events.
Built and scripted gameplay mechanics with the game’s proprietary language to create engaging, replayable player experiences.
Designed obstacle layouts and gameplay flow to balance challenge, creativity, and accessibility for a broad player audience.
Collaborated with cross-functional teams to iterate on level design, incorporating feedback from designers, QA, and producers to refine polish and performance.
Marvel Rivals is a fast-paced, team-based shooter where iconic Marvel heroes and villains battle across destructible arenas using unique powers and abilities.
Conducted extensive QA testing on multiple gameplay systems, heroes, and maps to identify balance issues, bugs, and design inconsistencies.
Authored detailed design and feedback reports analyzing hero abilities, combat flow, and player experience for internal design reference.content to enhance challenge, pacing, and player engagement.
Contributed to design discussions by providing data-driven feedback and creative suggestions that enhanced balance, clarity, and player engagement.implement encounters effectively.
Assisted in developing and refining QA workflows, improving test documentation and coordination for upcoming content releases.
Code Ninjas is a coding education center where students learn programming, game development, and problem-solving through hands-on projects in a fun, collaborative environment.
Collaborated with Nintendo to teach children game design and development using engines such as Super Mario Maker, Unity, and Roblox Studio.
Led summer camps and workshops focused on Web Development, 3D Modeling, and Game Development, fostering creativity and technical skills in young learners.
Taught programming fundamentals through hands-on projects, guiding students in debugging, logic building, and interactive design.
Supported curriculum delivery and classroom coordination, ensuring engaging, structured learning experiences across all age groups.
Hightower is an in-development Soulslike third-person shooter where players battle relentless waves of vampires while ascending a perilous tower in a desperate quest to rescue their wife.
Designed and programmed the Player Combat Controller, creating the foundation for responsive and fluid Soulslike combat. Iterated extensively through hands-on playtesting and player feedback to refine and balance.
Engineered the game’s architectural framework, implementing scalable systems for input handling, state management, and combat interactions. Authored technical documentation to maintain code consistency and facilitate collaboration among programmers and designers.
Balanced and designed enemy AI behaviors that strategically complement player combat systems like group tactics, and difficulty curves to encourage skill-based progression and dynamic encounters.
Wrote comprehensive design documentation outlining the player game loop, covering core battle mechanics, puzzle integration, progression structure, and moment-to-moment gameplay flow to ensure design cohesion across all stages of development.




Enemy AI Created using an Parallel Finite State Machine

Game Architecture is centered around an Event Bus Pattern





Surfobia is a fast-paced, physics-based surfing game focused on momentum, balance, and flow. Players ride dynamic waves, perform tricks, and navigate challenging courses designed to reward skillful movement and timing.
Designed and programmed the core surfing mechanics, including momentum-based movement, physics interactions with tricks and combos, and responsive player controls.
Implemented a custom movement system leveraging Unity’s physics engine to simulate realistic acceleration, friction, and buoyancy while maintaining arcade-style fluidity.
Designed the game’s visual and thematic identity, blending vibrant environments and stylized surf aesthetics to create an engaging, cohesive player experience that complements the game’s physics-driven mechanics.
Developed camera behavior and level design tools to support smooth navigation across ramps, turns, and trick sections.




Custom Level Editing Tool to create Skateboarding Grinding Splines

User Interface Created via CS and UML UI System





Just a Fishing Game is an analog horror experience centered on a man who discovers a mysterious fishing game installed on his work computer.
Co-designed key narrative events to build tension and atmosphere, pacing the player’s descent from mundane gameplay into psychological horror.
Programmed the fishing mechanic and designed a series of interactive in-game surveys, integrating player choices to subtly influence tone and story progression.
Developed custom editor tools to streamline narrative implementation, enabling rapid creation of diverse fish types, behaviors, and event triggers to support dynamic storytelling.
Conducted extensive playtesting sessions, iterating rapidly on the game’s core loop to refine pacing, atmosphere, and player engagement.




Creates Custom SO Objects to allow for rapid creation of various Fish Types

Custom Full Pass Shaders to create the retro television effect





Untangled is a story-driven interactive game that follows two people as their relationship changes over time. Players move through small, hands-on moments that reflect the characters’ emotions and choices, using simple interactions instead of dialogue to tell the story.
Project-managed the development of the game, organizing workflows, assigning tasks, and maintaining production timelines.
Designed the game’s visual aesthetic and tone, establishing a consistent color palette, composition, and mood throughout each scene.
Programmed and designed a variety of interactive moments that align with key story beats, reinforcing the emotional flow of the narrative.
Collaborated closely with the narrative and art teams to ensure seamless integration between storytelling, gameplay, and presentation.







