Eight original concepts shaped by mechanics, player psychology, and iterative prototyping.
I design games by thinking in systems — how mechanics interact, how players behave, and how ideas evolve through iteration. Across eight original concepts, I've explored deckbuilders, aquatic combat, narrative simulations, mech-driven action, and hybrid genres that sit between familiar and strange.
My process blends AI-assisted art direction with hands-on prototyping in Godot and Unity. I build fast, test early, and refine until the experience feels right.
Deckbuilder / Autobattler
A card game built from your digital library. Retro-rad energy, pixel-leaning visuals, and a ruleset shaped by the logic of how players collect and interact with games.
Status: Active development — Godot 4.4
Survivor / Simulation
Think of all the places you tend to wait in line. All the faces you've quietly studied without meaning to. The moment you zone out, everything changes — and not everyone you meet in that other place is a stranger.
Status: Character library + early 3D exploration
Aquatic SHMUP
An underwater combat experience built around motion, glow, and rhythm. Bioluminescent creatures, modular ship silhouettes, and a pseudo-AR presentation style.
Status: Visual library + Unity prototype
Action RPG / Squad Tactics
Action and loss, wrapped in toyetic mech design. A game about shifting perspectives — literally and emotionally — without warning or apology.
Status: Early models + validated visual direction
+ Four More Concepts
Additional prototypes in various stages — full GDDs available for serious inquiries.
01 Prompt
Iterative art direction using Leonardo AI, MidJourney, or Stable Diffusion. Exploring variations, tone, silhouette, and visual logic.
02 Model
Meshy for initial 3D meshes from 2D concept art. Fast iteration to test form, scale, and feasibility.
03 Refine
Blender for cleanup, detail passes, and polish. Meshy for rigging and pose exploration.
04 Test
Godot or Unity for playable, testable builds. Mechanics, feel, and player experience come into focus here.
The pipeline changes per project. My gaming history makes staying in one lane the wrong instinct.
AI-augmented concepts, 3D studies, and prototype visuals. This is iterative art direction — knowing what to ask for, how to refine it, and when to stop.
I'm open to conversations about indie game collaborations, concept development, or creative partnerships — especially with teams who value curiosity, experimentation, and a willingness to explore the weird corners of an idea.
If your project is ambitious, unusual, or mechanically interesting, I'm always open to talking.