I build games end-to-end — designing systems, shipping titles to Steam & Epic, and crafting the art that gives them a soul. 12+ game jams, 20+ published prototypes, one game live on Steam.
A rare full-stack profile across the game pipeline — equally at home writing a design doc, running a launch, or painting a key visual.
Full-cycle design from concept to execution: core systems, economy & number frameworks, balancing, level pacing and interaction logic. I write GDDs, number tables, and level docs, and iterate fast across disciplines.
I shipped a title to Steam & Epic as Marketing Lead — owning launch, community, store relations and milestones. Plus commercialization & LiveOps: acquisition, retention, monetization, A/B testing and KPI / ROI analysis.
Art across 20+ prototypes — concept, stylized 3D (Maya, ZBrush), UI / UX (Figma) and illustration (Procreate, Photoshop). I shape the visual identity and mood that make a game feel like itself.
A 3D physics-based card-throwing magic duel set in the underground city of Prospera. I led the entire release & marketing track — community, store positioning and IP visuals — reporting directly to the Producer and Director, and served as USC Game Publishing Association liaison with the Steam / Epic stores and external art teams to take the game live.
From 48-hour jams to club projects — design, programming and art. 2,000+ plays on itch.io.





Concept art, 3D, UI and screenshots — a few of the latest below.
Built a Python + Excel automation for GMV reporting → 5× faster. Ran client operations analysis, reviewed creative assets and optimized campaign performance, smoothing cross-team collaboration with actionable reports.
Led the release & marketing module for the year-long studio project: marketing, community, platform release and IP visual direction. Hit USC's milestone gates, reported to Producer & Director, and acted as Game Publishing Association liaison with Steam / Epic and outside art teams. Now live on Steam & Epic.
Key roles across 12+ game jams (MEGA, GMTK, Ludum Dare, Global Game Jam, Climate Jam) and 20+ published prototypes — shipping design, code and art under tight deadlines, with 2,000+ total plays on itch.io.
Graduating December 2026. If you're building something worth playing, let's talk.