~15 years of
Unity UI & games.
Every layer of the stack, engine architecture, gameplay programming, technical art, UI/UX, and studio leadership. 12+ shipped titles on Steam, iOS, and Android.
Games I've built & shipped
12+ titles across mobile, desktop, and web, from $40M+ funded platforms to indie experiments.
Prize Kingdoms
Flagship mobile game on a $40M+ funded platform. Board & dice game with a built-in sweepstakes engine, kingdom building, real-world prizes, clubs, and collectible card systems. Led design direction, technical art, prefab architecture, asset bundles, live ops, and the full UI/UX pipeline from prototype to launch.
Skyburn
Highly polished vertical slice with dedicated website (which I designed & built), YouTube trailers, and social media presence. Led design direction and technical art, the same hat-wearing role as Prize Kingdoms across prefab architecture, UI/UX, and art pipeline.
Epic Casino
Casino slots game, designed, built, and shipped. Later sold and rebranded by an international studio (Sherwood Slots). Full ownership of design direction, technical art, prefab systems, and UI implementation throughout the development lifecycle.
Scratchers Casino
Scratch-card casino game, designed, built, and shipped alongside Epic Casino. Full ownership of design direction, technical art, UI systems, and the complete development pipeline from concept to release.
Cursebound
Roguelite reverse tower defense. Handled every aspect of development, game design, programming, Steam/Steamworks setup and publishing, landing page, marketing, and project management. Collaborated with a designer and artist on visuals while owning the full delivery pipeline.
Reeltown Slots
Big Fish Games, Casino slot game. Unreleased but very polished build.
Slotscraft
CloudyShark LLC, Slots game. Unreleased.
Slumber
Skyburn Studios, Paused development. Solid vertical slice, sellable.
Starczar
Foe Games, Unreleased. UI design and illustrations. Timelapse videos of art ship and polished assets.
Fat Cat Burglar
iOS. Released mobile title. May no longer be on the App Store.
Money Drop
iOS. Released mobile title. May no longer be on the App Store.
Rift Siege
Multiplayer · Co-op · Action RPG. Top-ranked entry in the jam by wishlists. Co-op action RPG built around siege encounters.
Bullet Heaven
Bullet Heaven · Survivors-like. Survive the swarm. Horde survival with escalating build synergies. Play in browser →
HellRogue
Roguelike · Procedural. Procedural descent roguelike, the long-running testbed for run structure and enemy pacing.
ZSTRIKE
Beat 'em up · Tag-team. Marvel vs. Capcom meets roguelite. Tag-team combat with swappable fighters. Play in browser →
Fleshmancer: Echoes of the Academy
Metroidvania · Action RPG. Metroidvania action RPG set in a decaying academy. Full store page and design wiki locked.
Banner Siege
Strategy · Action. Banner-line strategy with real-time action command. Jam submission with design SSOT.
Fateful Tactics
Turn-based tactics · Tactical RPG. Final Fantasy Tactics reborn as a roguelite. Grid tactics, permadeath runs. Godot and Unity builds.
DrillKeep
Base building · Indie. Dig, fortify, hold. Base building under escalating pressure from below.
World of Terra
Geo-based · Roguelite. A Link to the Past meets the real world. Location-driven run generation.
HunterRush
Roguelike · Procedural dungeons. Fast-paced dungeon runs. Unity and C#.
Chained Descent
Horror · Atmospheric. Atmospheric horror descent. Tension pacing and readability under low light. Play in browser →
Guildcraft
Roguelike · City builder. Guild management crossed with a roguelike run loop. City building between expeditions. Play in browser →
Every prototype runs through the same pipeline I built for it: a Steam-style store page, a locked design wiki as single source of truth, then community voting decides what gets built next. The queue is public at gamejam.metalgames.xyz.
Ship experience across game engines
Unity
Primary engine. Extensive C# development across roguelikes, deckbuilders, tactics games, bullet hells, casino titles, and tool building. Editor extensions, asset pipeline management, shader authoring, prefab architecture, asset bundles, and cross-platform deployment. 10+ Unity projects on GitHub.
Unreal Engine
Unreal Engine development and technical art. Blueprint systems, gameplay programming, material editor, and delivery pipeline experience. Understanding of the engine architecture that transfers to O3DE and other Unreal-adjacent frameworks.
Godot
Familiarity with the Godot engine and its GDScript / C# scripting model. Understanding of Godot's scene-node architecture, signal system, and how it compares to Unity and Unreal workflows.
Languages & technologies
20+ years across shipped titles, active prototypes, and ship engines, the numbers sit with the stack they describe.
Core Languages
Game Engines & Frameworks
Game Development Domains
Tools & Platforms
Spec Sheet
~15 years of Unity UI XP, HUDs, menus, and live systems from casino mobile through platform scale.
Game Engines
Programming Languages
Game Design & Ship
~15 years of Unity UI & game dev
"Most game developers know one side, code or art. I've shipped games as the programmer, the artist, the director, and the architect. When I evaluate game code, I don't just check if it compiles, I know if it'll feel right in a player's hands, if the art pipeline can support it, and if it'll scale to ship."
Why I'm Different: Code + Art
- SVA-trained artist who also writes C# and Python
- Can evaluate both visual output AND technical implementation
- Understand engine constraints from the art side AND code side
- ~15 years of Unity UI means I've seen every anti-pattern and know what breaks at scale
What I Bring to AI Evaluation
- Can assess AI-generated game code against real ship standards
- Understand gameplay "feel", not just correctness, but quality
- Deep engine architecture knowledge across Unity, Unreal, and Godot
- Art direction eye catches visual AI output problems others miss
Art + tech from the start
School of Visual Arts (SVA)
BFA, Illustration & Design · 4 Years
World-class art training that informs every game I build. Visual communication, composition, color theory, the foundation for game art that connects with players.
Suffolk Community College
Computer Art · 2 Years
Where art met technology. Digital ship, computer graphics, and creative coding, the bridge to a career combining both disciplines.
Need a game dev who's
seen it all?
~15 years of Unity UI, multiple shipped titles, Unity / Unreal / Godot. Code, art, direction, and architecture, all in one person.