- Total # of installs across 2 mobile games: 2.9 million
- Total # of in-game assets sold: 3 million
Nano Golf: Puzzle Putting (2017-2018)



- Independently designed and developed the game through to its release
- Installed by over 1.8 million players
- Designed and implemented many game mechanics and over 70 levels across 4 unique worlds
- Marketed the game on social media platforms
- Featured on the Apple and Google Play storefronts on several occasions
- Reviewed positively in major gaming outlets including PocketGamer and TouchArcade

Murder Mystery (2024)

- Developed a Social Deduction Networked Multiplayer game for All Out Games, released on iOS, PC, and Mac
- Over 1 million plays in its first week of release
- Responsible for implementing all gameplay features – including puzzles, role-specific mechanics, and game flow
- Worked from a GDD, and collaborated with the game design team, art team, and sound team
- Rapidly iterated on gameplay and implemented changes based on feedback from regular playtest sessions





Westworld -Interactive Dialogue Prototype (2023)


- Implemented a Large Language Model into a themed storyworld environment
- NPCs are controlled through a Utility AI framework, where actions are weighted based on sets of considerations
- Dialogue is generated through inference of an LLM running locally. The LLM takes into account the contents of the message, the character’s personality, and other relevant pieces of context.

Nano Golf: Hole in One (2018-2019)


- Refined and expanded on the gameplay of the first game to allow for greater replayability
- Procedurally-generated puzzle levels with rising difficulty
- Collectible player characters, each with a unique theme
- Installed by over 1.2 million players

Multiplayer Farming – Cakelore (2023)

- Developed a vertical slice of an online multiplayer Farming and Crafting game for iOS and Android
- Collaborated with the client, Cakelore, to design gameplay systems and mechanics that would appeal to girls and young women
- As the sole developer, I was responsible for writing clean and efficient code, implementing visual effects, and art assets


Count Downula (2019-2020)

- Responsible for all aspects of the game’s development, including game design, coding, visual art, and marketing.
- Designed and implemented gameplay mechanics and over 30 levels
- Produced all art assets and visual elements
- Played online over 150k times
- Marketed on various social media platforms, achieving over 1 million impressions
Multiplayer Farming Rythm Game (2023)

- Implemented interactable objects and a 3D grid-based building mechanic
- Directed the visual aesthetics, including implementing particle effects, environment lighting, and interactive grass
- Prototyped various features and mechanics integrated into a networked multiplayer game

Unreleased Survival Game (2022-2023)


- Designed and implemented gameplay systems, including survival, combat, and building mechanics
- Implemented a Utility AI framework for NPC and creature behaviour.
- Dynamic lighting system to simulate 3D lighting and shadows in a 2D environment, as well as a day/night cycle to add atmosphere and enhance gameplay.
- Procedural terrain generation using a Perlin noise algorithm. The tile-able terrain wraps around the left and right borders in order to create a unique solution for a fully traversable island map in a fixed-perspective game.


2D & 3D Art


Created art assets for ‘Counter-Strike: Global Offensive’. Included by Valve as part of a purchasable in-game item bundle in 2022 that has sold over 3 million units to date.







