
About Me
Hello World!
I’m a level/game designer who thrives on building immersive, purposeful environments that guide, challenge, and excite players. My journey into game development has been anything but traditional, starting with military operations and deep-sea salvage diving, and ultimately leading to where I am today: shaping compelling gameplay through thoughtful level design.
Over the past 8 years, I’ve honed my craft through a combination of professional roles, academic projects, and personal passion. From creating polished levels at Mars Games to designing time-pressure puzzle mechanics in Time is Money, I’ve embraced every step of the design pipeline, from top-down diagrams and blockouts to environmental polish and narrative integration. I bring a hands-on approach using Unreal Engine 5, Blueprint scripting, and Agile workflows, always focusing on clarity, pacing, and player experience.
Beyond the technical side, I care deeply about collaboration and adaptability. Whether I was briefing aircrews in the Marine Corps or mentoring new teammates, I’ve learned the value of clear communication and creative leadership. I’m committed to not just delivering great games, but growing with the people who make them. I seem to make friends pretty quickly no matter the place or job I'm in so hopefully we can be friends too.
Outside of development, I love running tabletop D&D campaigns, customizing mods, playing through brutally difficult games like Dark Souls 3 and Elden Ring, and getting lost in the world of Monster Hunter. I’ve lived in Japan, hiked Mt. Fuji, explored Tokyo, and I’m just as happy analyzing environmental storytelling as I am sight seeing. I would absolutely love to work on a game similar to Armored Core, Elden Ring, Monster Hunter, or Hyper Light Drifter.
Games are my passion and my calling, when I was a kid it was a form of escapism. It was my way of expressing myself. Now I just want to give something back to the communities that gave me so many friends, hope, and life to live.