Two decades of game development across every layer of the stack โ engine architecture, gameplay programming, technical art, UI/UX, and studio leadership. Unity, Unreal, Godot, and custom frameworks. Multiple shipped titles on Steam, iOS, and Android.
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 development and technical art. Blueprint systems, gameplay programming, material editor, and production pipeline experience. Understanding of the engine architecture that transfers to O3DE and other Unreal-adjacent frameworks.
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.
12+ titles across mobile, desktop, and web โ from $40M+ funded platforms to indie experiments.
Flagship mobile game on a $40M+ funded platform. Board & dice game with a built-in sweepstakes engine โ 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 production.
Highly polished vertical slice with dedicated website (which I designed & built), YouTube trailers, and social media presence. Led design direction and technical art โ the same hat-wearing role as Prize Kingdoms across prefab architecture, UI/UX, and art pipeline.
Casino slots game โ 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.
Roguelite reverse tower defense. Handled every aspect of development โ 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 production pipeline.
Big Fish Games โ Casino slot game. Unreleased but very polished build.
CloudyShark LLC โ Scratch-off casino game. Released on iOS (2014), later taken down.
CloudyShark LLC โ Slots game. Unreleased.
Lavafist Studios โ Paused development. Solid vertical slice, sellable.
Foe Games โ Unreleased. UI design and illustrations. Timelapse videos of art production and polished assets.
iOS โ Released mobile title. May no longer be on the App Store.
iOS โ Released mobile title. May no longer be on the App Store.
Vector illustrations of an extensive car library โ detailed hand-drawn vehicles for a Flash-based game project.
Got started building games and interactive experiences in Flash with ActionScript. Animation, game logic, UI โ the original "code + art" playground that set the foundation for two decades of game development.
Always prototyping and building. All projects have dedicated pages on metalgames.xyz.
Roguelite โ eat, grow, evolve. AI-generated sprites, built-in editor.
Geo-based roguelite. A Link to the Past meets the real world.
MvC meets roguelite. Beat-em-up tag team gameplay.
FFT reborn as a roguelite. Grid-based tactical RPG.
Survive the swarm. Bullet heaven action.
Fast-paced roguelike through procedural dungeons.
Every skill here is backed by real project experience โ speccing, documenting, directing, and hands-on production. The meter shows depth of mastery, not whether I can do it.
Got started building games and interactive experiences in Flash with ActionScript. Animation, game logic, UI โ the original "code + art" playground that set the foundation for two decades of game development.
Led game art production. Professional illustration, UI design, and visual standards for game products including Starczar.
Hands-on game development and art production across multiple mobile titles. Built gameplay systems and produced art assets for shipped iOS games.
Design direction and technical art leadership across multiple casino game titles. Architected prefab systems, managed live ops and asset bundles, designed and implemented all UI/UX. Epic Casino was sold and rebranded internationally.
Developed a polished but unreleased casino slot title for one of the largest casual game publishers.
Led design direction and technical art across a major gaming platform. Scaled team 6โ40. Architected all prefabs, managed live ops and asset bundles, and owned the UI/UX pipeline end-to-end. Prize Kingdoms is live on iOS and Android.
Owned every aspect of Cursebound's development โ game design, programming, Steamworks integration and publishing, landing page, marketing, and project management. Currently building 7+ game prototypes across roguelites, tactics, and action genres.
"Most game developers know one side โ 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 โ 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 production."
BFA โ Illustration & Design ยท 4 Years
World-class art training that informs every game I build. Visual communication, composition, color theory โ the foundation for game art that connects with players.
Computer Art ยท 2 Years
Where art met technology. Digital production, computer graphics, and creative coding โ the bridge to a career combining both disciplines.
20 years, 12+ shipped titles, Unity / Unreal / Godot. Code, art, direction, and architecture โ all in one person.