I’m a game designer focused on narrative design, RPG systems, mission design, and worldbuilding, with a strong emphasis on how characters, systems, player behavior, and factions generate consequences for one another. I design interconnected worlds where trust, honor, perception, and decision logic influence NPC behavior and the shape of missions.
My current portfolio work is primarily design documentation and concept development rather than shipped or implemented games. I build multi-agent and systemic character decision models, define trust/world-response and perception instability systems, and create compact mission concepts (like vertical slices) that demonstrate uncertainty, escalation, failure states, and mission-to-world consequences—all while ensuring the world can produce outcomes beyond a single predetermined path.
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Fate Has Sides
A young man is born into a family trapped under a curse. To free themselves, his parents sell his soul to a demon named Dem.
Years later, Dem returns to collect what was promised.
But Dem does not simply want the boy’s obedience. He wants him to build an army by sending sinful people to Hell. The boy soon discovers that the rules are not what they seem.
When Dem orders him to kill an innocent child, he refuses. Yet the situation is manipulated until the child dies anyway—and Dem makes sure the boy believes the blood is on his own hands.
From that moment, the boy’s soul begins to change.
He is trapped between two forces: the demon controlling his fate and the part of himself that refuses to become what the demon wants.
Fate Has Sides is a dark narrative about manipulation, guilt, free will, and the struggle between becoming a monster and remaining human.
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