I am a game designer with a passion for telling stories and breathing life into worlds, filling them with interesting, memorable levels and characters. It is my primary goal to make the player think, feel, and learn as I did throughout my life playing games - both of the digital and traditional variety. I strive to help the world see video games not just as entertainment, but as a form of art.

Studied at University of Advancing Technology in Tempe, AZ, and graduated Magna Cum Laude with a B.A. in Game Design in 2017.

Please feel free to visit my contact page or email me directly with any questions, comments, or concerns.

Demo reel



The National Radio Quiet Zone

In 1966, the United States government created the National Radio Quiet Zone, severely limiting (and in some areas, outright banning) all devices that emit radio frequencies in a massive area in Virginia/West Virginia. Most folks moved out, but some stranger folks moved in. Here’s what happened next.

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A crude, politically-incorrect re-imagining of one of the 20th century's most popular creative-thinking category-based party game for 2-6 players. Features mobile friendly "drop-in" gameplay inspired by  titles from Jackbox  Games, and a sense of humor that would make Cards Against Humanity designers blush.

More info coming soon! 


Doomsday, Inc. has warehouse positions available - inquire within. Level design using limited geometric shapes and static meshes, and scripting done using Unreal 4's robust Blueprint system. Five short but sweet puzzle-filled levels that demonstrate an understanding of the engine and its versatile tools.

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A strategic turn-based RPG developed for UAT's Student Innovation Project program. Inspired by pioneers of the genre like Legend of Zelda, and designed to push its boundaries as Chrono Trigger and Darkest Dungeon did before. Features tabletop game UX design and a robust story told at the player's pace.

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Muddle the Mixtures

A potion-slinging action card game for 2 to 4 players, developed for UAT's Student Innovation Project program. Features an innovative see-through card design with a focus on user experience and rules that are easy for players of any skill level to pick up and play. Steam Workshop download link inside.

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A horror adventure game project which I participated in during Fall/Winter 2016 via UAT's Game Production Studio. Features an innovative "shadow-save" feature that allows you to replay past encounters, but NPCs may remember it as well as you do. Storytelling and atmosphere are the two core focuses.

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A rules light tabletop RPG, in a "Mass Effect meets Firefly" setting. Very easy to pick up and play, but unlimited potential for storytelling and creativity - both for the game master, and the players themselves. Bring some friends, some six sided dice, and most importantly, your imaginations!

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A strange visitor from another world has arrived on the doorstep of a secluded farmhouse, with one thing on its mind. A 3D horror platformer concept and design document drawn up for development in Unreal 4, with a unique evolving level design that grows with the player character.

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Design Evaluations

Two game design write-ups: a reflection and review of two prolific levels from a PlayStation platformer starring a purple dragon, and an evaluation and redesign of an item drop system from the world's most popular MMORPG, by one of history's most celebrated game developers.

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Unity Projects

Two small projects created as proofs of concept in Unity 5 - a first-person puzzle shooter, and a first-person stealth adventure game. These projects serve to demonstrate a basic understanding of video game scripting and programming etiquette, and each features a variety of C# scripts.

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