MY BEST WORKS
Unannounced UE5 Systems Prototype (PC/Console)
Demo 1
Demo 2
Stealth survival game with meaningful player choices. My role was building the gameplay foundation through a set of interconnected systems designed to work as one coherent loop.
What I did:
  • Designed the core loop and gameplay structure: raids, survival pressure, risk escalation, and shelter routine.
  • Owned systems design and cross-system balancing: inventory, crafting, stealth, combat, NPC behaviors, and psychological layers.
  • Defined rules, constraints, and parameters to keep systems readable, scalable, and production-friendly.
  • Created design documentation and feature specs to support implementation and iteration.
Key systems
Inventory • Crafting • Stealth • Combat • NPC reactions • Survival vitals • Medical • Threatening • Morale • Personality • Dialogue
Role: System Game Designer
DROPKICK RICK
Game trailer
A comedic interactive visual novel focused on timing, delivery, and player-driven pacing. My goal was shipping a complete commercial release with a clean production pipeline, consistent tone, and polished end-user experience.
What I did:
  • Led the project end-to-end: planning, scope control, milestone breakdown, and release execution.
  • Owned creative direction: humor tone, scene structure, pacing, and overall player experience consistency.
  • Designed the interactive structure: choice flow, branching logic, replayability beats, and narrative progression rhythm.
  • Managed outsourcing and production workflow: coordinated freelancers, ensured quality, and kept delivery aligned with timelines.
  • Prepared the release package: store-ready assets, launch build readiness, and final polish pass.
Key areas:
  • Production planning • Scope control • Creative direction • Pacing & scene flow • Narrative • Team management • Release preparation • Marketing and PR
Role: Game Director | Producer | Project Lead
KINGDOM OF ANI
Prototype showcase
Action/Stealth project built in Unreal Engine 5. I worked as a Gameplay Designer and later as Unreal Engine developer, contributing both design and in-engine delivery within a large production pipeline.
What I did:
  • Designed and delivered gameplay mechanics aligned with the project’s core loop.
  • Authored design documentation and feature specs to support cross-team implementation and iteration.
  • Implemented gameplay mechanics directly in UE5 using Blueprints, taking features from design to a playable build.
  • Set up animation integration for mechanics, including state/transition logic and gameplay-to-animation connections.
  • Delivered 2 gameplay mechanics end-to-end and supported production iteration on 3 additional mechanics.
  • Collaborated with a 40-50 person team across design, engineering, and art to ship stable, testable builds.
Key areas
  • Gameplay mechanics • Systems design • UE5 Blueprints • Animation setup • Gameplay state logic • In-editor implementation • Feature delivery to playable build • Design documentation • Cross-team collaboration • Production pipeline
Role: Game Designer | Unreal Engine Developer
MY HYPER CASUAL GAMES
A curated collection of 8 shipped hyper-casual mobile projects, where I owned full game design scope from concept to launch. Across these titles, I focused on building strong core loops, scalable meta/progression, and clean monetization-ready systems. I also worked on Live Ops improvements, delivering gameplay and monetization iterations after release. Some of these projects were developed in collaboration with leading hyper-casual publishers, including Voodoo, Supersonic, and Homa.
Key areas
  • Core loop design • Systems and meta progression • Economy and balancing • Monetization design • Rapid prototyping • Live Ops iterations • Release-ready delivery
Role: Game Designer
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