Hello! I’m a passionate game developer with hands-on experience in Unity, C#, C++, and rapid prototyping. I enjoy building 2D/3D gameplay systems, prototyping AI behaviors, tooling, and iterating based on player feedback. I excel at collaborating with fully remote teams of designers and artists to ship features that balance technical constraints with fun, user-focused design.
In my recent roles at Fish Truck Studio and Kent State University, I designed scalable gameplay systems, created prototypes in Unreal Engine 5, and led the debugging and production pipelines. I’m motivated by solving challenging problems and bringing imaginative ideas to life through clean code and thoughtful design.
Language
Work Experience
Education
Qualifications
Industry Experience
- Live a new life in a small town
- Write and deliver newspapers
- Connect with residents
- Investigate strange occurrences and uncover hidden secrets
- Architect and implement core gameplay systems (investigation, NPC interaction, dialogue, 2D/3D mechanics)
- Manage the programming team and coordinate feature development
- Optimize performance and ensure stable builds/releases
- Debug complex issues and integrate art & sound pipelines
- Collaborate closely with designers to translate features into code
- ✅ Full Demo: TBA
- 🔧 Ongoing development by Fish Truck Studios (Windows only)
- 📅 Stay tuned for announcements and release date news
Our Town — Mystery-Horror RPG
🎬 Trailer
About the Game
Our Town is a 1960’s-inspired, mystery/horror RPG by Fish Truck Studios. In this game you’ll:
My Role — Lead Programmer
As the Lead Programmer on Our Town, I:
Follow & Wishlist
Note: more social links available via our Linktree — https://linktr.ee/ourtowngame
Status & What’s Next
- Building all gameplay systems from scratch — including the co-op split screen controls, environmental interactions, puzzle systems, and respawning.
- Developing moment-to-moment control flow, animation hooks, UI elements, and game state logic.
- Collaborating closely with my fellow co-director and other team members to shape the overall design, tone, and pacing of the game.
- Implementing rapid prototypes for mechanics so the team could iterate on feel and comedic timing.
- Integrating all art, audio, and visual effects into cohesive, working gameplay.
- Handling debugging, optimization, and preparing the game for itch.io release.
- How to quickly turn creative ideas into functional prototypes to test timing, humor, and gameplay feel.
- How to create the foundation of systems that can easily be expanded upon, all integrating together seamlessly.
- The importance of strong communication when co-directing both the vision and execution of a project.
- How to keep builds stable while experimenting with new features and adjusting mechanics.
- How to create expressive gameplay systems that support comedic or stylistic goals.
- ✅ Released — fully playable on itch.io
- ⚠️ Small-scale prototype — intentionally simple and stylized
- 🔧 Possible future updates: polish, expanded mechanics, refined visuals, additional levels or interactions
- Platform: Windows
- Engine / Language: *Unity C#
- Input / Controls: *Keyboard and Controller supported
Spit It Out — 2D Co-op Platformer
🎮 Play / Download
[Play Spit It Out on itch.io](https://www.twine.net/signin
About the Game
Spit It Out is a chaotic, expressive co-op game where the players must play as the brain and body of the future president of the United States to overcome obstacles. The future President of the United States needs your help! Help them learn the fundamentals of speaking and forming persuasive speeches that will move the hearts of millions. Work together as brain and body to complete puzzles and traverse levels. Designed as a quirky, comedic, puzzle-focused, the game shines at getting players to work together in a fun unique setting.
This project was created collaboratively — I served as co-director and sole programmer, helping shape both the creative vision and the technical execution.
My Role — Co-Director & Sole Programmer
As the only programmer on Spit It Out, I was responsible for the entire technical foundation of the game. My contributions included:
What I Learned
Working on Spit It Out taught me:
Status & Next Steps
Dev / Build Details
Reflection
Developing Spit It Out was an energizing experience that combined creative direction with full-stack game programming. Being both co-director and sole programmer allowed me to help shape the identity of the game while building every underlying system that made it work.
- Built the entire codebase from scratch in three days — including core gameplay logic, controls, and any systems required.
- Designed and implemented mechanics (movement, interaction/“wrangling”, UI, game flow, etc.).
- Handled all debugging, optimization, and build/export (for itch.io distribution).
- Integrated any art/sound/placeholders — coordinating with whatever art or assets were used (or placeholder assets) to make the game playable.
- Managed versioning and packaging for distribution.
- Rapid prototyping under time pressure — how to scope, prioritize, and implement features quickly.
- Designing minimal viable gameplay to deliver a playable experience in a short time span.
- Maintaining working, stable builds while adding features and iterating rapidly.
- The mindset and discipline needed to deliver a complete prototype in a constrained time window.
- ✅ Completed — playable (download or web build) on itch.io.
- ⚠️ Prototype-level — the game may lack polish / content / features compared to a full release.
- 🔧 Future thoughts: possibly revisit the project to add polish, features, or improve gameplay — as time permits.
- Platform: Web + Windows
- Engine / Language: Unity #C
Wrangler — Game Jam Entry
🎮 Play / Download
[Check out Wrangler on itch.io](https://www.twine.net/signin
About the Game
Wrangler is a game jam project created over 3 days. The goal of the game is to wrangle as many of the unique fish on Warthog Island by of course punching them in their fishy faces. It’s a quick, experimental prototype made under time constraints, embodying the creative spirit of a jam.
My Role — Solo Programmer
As the only programmer on this project, I:
What the Jam Taught Me
Status & Next Steps
Dev / Build Details
Reflection
Working solo on Wrangler was a challenging but rewarding experience. It taught me about rapid prototyping, full-stack game development (from core logic to distribution), and time management. I learned how to balance ambition with scope, and how to deliver a functional game under pressure.
Note: Wrangler is a game-jam prototype and designed to demonstrate what can be built in a short timeframe. Feedback and support are appreciated — check it out on itch.io!
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