• Total # of installs across 2 mobile games: 2.9 million
  • Total # of in-game assets sold: 3 million
  • 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
  • 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
  • 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.
  • 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
  • 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
  • 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
  • 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
  • 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.

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.