Hey!

I'm a game designer and programmer!I make chaotic games that you can enjoy with your friends.Check out some of my projects!

Education

NYU Tisch BFA in Game Design 2025

Awards

#1 Game in HackNYU Mini Hackathon 2023
#2 Best design in NYU Global Game Jam 2025

Sunset Chaser

A van combat game about travelling across post apocalyptic America in search of your brother.- Programmer, Game Designer

Dirty Work

Clean up messes, fight dirt monsters and go against the main antagonist: Stain!
Chapter One releases to Steam in 2025
- Programmer, Game Designer

Hortensias

A heartfelt mobile narrative game about family, love, and grief, using structured storytelling and many interactive minigames.- Lead Programmer, Game Designer

Terratrials

NEW INFORMATION: TIME IS CURRENCY.OBJECTIVE: SURVIVE.Stranded in a sentient outpost trying to destroy you in any way it can, this chaotic dodge-'em-up will require your peak performance in order to advance!- Sole Programmer, Game Designer

BBBB

Wreck the Party and Spray Kids with champagne to Ruin Bobbi's Birthday!- Lead Programmer, Game Designer

Rush Hour Anxiety

An award winning survival game about a typical NYU Student's experience on the subway.- Programmer, Game Designer

Undertrader

A comical Undertale inspired RPG set in Trader Joes where the player wakes up after being hit by a truck.- Co-Programmer, Level Designer, Combat Designer

BODY

A surreal journey through the human body using a disturbingly long finger.- Lead Programmer, Level Designer

Prototypes & Past Work

Take a look at some of my past work!There are experiments, prototypes, and earlier Unity and Game Maker projects.I hope you find something that sparks your interest.

Hey!

Please keep in mind that these are more rough projects and may not represent fully fleshed out ideas or games.Some of these are to showcase the types of games I enjoy designing and others may show my progress through the years.I hope you enjoy these nonetheless!

Anarchist Simulator

A squad based RPG inspired by Oubliette, where the player controls a group of anarchists spreading anarchist ideology by conversating, propagandizing and bombings!- Game Designer, Programmer

Parking Spot!

A game about getting your parking spot despite anything, or anyone, in your way.- Game Designer, Programmer

Malaria Clinic Simulator

A dark yet humorous game where the player runs and guides their failing hospital to success by infecting members of the public to treat them later.- Game Designer, Programmer

Box Ghost

A puzzle game inspired by Portal where the player uses the physics system and their cannon to solve puzzles.- Programmer, Puzzle Designer, Artist

Galactic Trading Empire

Take the role of a spaceship pilot, delivering materials to cities from the central factory.- Game Designer, Programmer

BODY

A strange experience about digging into your nose.Sole Programmer and level designer in a team of 5.Designed and implemented levels and programmed smooth player movement.As a programmer, I focused on utilizing the control scheme which felt as if the player is moving their own hand deeper into the BODY by creating an disturbing yet intriguing parallel between the movement of the mouse and the movement of the hand in game.As a level designer, I was able to then create levels which focused used these controls to their fullest extent where the player has to work to move their own hand over and over, deeper into the BODY, ensuring a mental connection between the player's physical BODY and the virtual BODY with each twist and turn needed to progress.

5 Members
Unity 2D
Available on Itch.io

Sunset Chaser

I was one of two programmers on a top-down vehicular combat game developed as my Senior Year Capstone. The project blended a biting satirical narrative with fast-paced action, allowing players to drive across a fractured America while navigating faction conflicts, high-speed battles, and a cast of eccentric characters.Given my passion for resource management and grand strategy games, I played a key role in shaping the game’s systemic depth and progression. My primary responsibilities included building the backend infrastructure, creating narrative tools, and implementing progression systems to deliver a dynamic and engaging player experience.

  • Developed a dialogue system using Inkle's Ink plugin and programmed a Ren’Py-inspired dialogue creation tool in C#, allowing designers to easily script conversations, trigger animations, and build branching narrative sequences.

  • Built tools for level designers to place quests and trigger story events with ease, ensuring narrative elements were tightly woven into gameplay.

  • Designed and implemented a node-based overworld system, where cities acted as key locations connected by roads that governed procedural road tile generation and quest availability based on faction dynamics.

  • Extended this system to support state-based progression, blending handcrafted levels for major story beats with procedurally generated segments inspired by Slay the Spire and Inscryption, ensuring both structure and replayability.

  • Created the underlying systems for faction interaction, allowing players to influence towns and NPCs based on their decisions, leading to emergent gameplay and shifting alliances.

Although some of the mechanics I worked on did not make it into the final product, the skills i have and the tools I created will undoubtedly continue to serve me throughout my game development career.A download for this project can be found below!

8 Members
Unity 2D
Sep 2024-May 2025

Terratrials

I served as the sole programmer on a high-energy, hectic dodge-'em-up, developed alongside a team of seven artists. The game takes place in an outpost consumed by a Lovecraftian horror—a fusion of flesh and machine—where players must survive by evading relentless enemies and pushing deeper into the chaos.

I played a holistic role in development, architecting and implementing both front-end and back-end systems to bring our vision to life. My contributions included:Although the team has since moved on, the project stands as a strong vertical slice with seven levels, representing my ability to design, implement, and iterate on complex gameplay systems independently. This experience was instrumental in solidifying my technical expertise and problem-solving skills.

  • I developed a dynamic level creation system that allowed level designers to control enemy waves, defining spawn types, timing, and survival objectives.

  • I built a JSON and C#-based save system, preserving player progress across sessions.

  • Implemented A* pathfinding, ensuring enemies dynamically navigate the environment to hunt the player.

  • Worked closely with artists and designers, refining mechanics, balancing difficulty, and integrating gameplay systems into Unity.

7 Members
Unity 2D
Available on Itch.io

Dirty Work

A chaotic twin-stick bullet hell where the player cleans up messes with their water gun in order to fight the main antagonist, Stain!With incredibly satisfying movement and cleanup mechanics, this game shows a lot of promise and will provide hours of fun once fully released.My work for this project includes some rather important bug fixes, iteration on boss mechanics, as well as prototyping new enemies.Notably, our team showed this game off at PlayNYC 2024, which was part of AnimeNYC 2024. Overall the convention had over 100K guests, which is an unbelievably huge achievement!Soon this title will be available on Steam, however an Itch build is currently available to play, and gives around 30 minutes of gameplay.The first chapter of the full game should release in 2025!

Unity 2D
Available on Steam
Available on Itch.io

Undertrader

A quirky Undertale like RPG about escaping from a Trader Joe's. Has combat elements, lots of humor, and overworld puzzles to enjoy!Co-Programmer, Combat DesignerProgrammed dialogue system, combat system, character interactions, and event triggersFor this, I worked with my co-programmer and created a custom system where the dialogue tree may be easily implemented with the use of Unity's UI Toolkit in order to create a simple script that would smooth out the implementation of dialogue for our narrative designers. Along with being used for dialogue, this system could add items to the player's inventory and allow other dialogue trees or events to become activated.Outside of this, I worked on the movement, enemy attacks pictured above, scene management between combat scenes and overworld scenes as well as feedback to player choices in combat.As a combat designer, the player's choices in combat and the ability to either spare an enemy or kill them was a focal point in our game. Therefore it was an instrumental part of the game for feedback to the player's choices to be present. This can be seen in the process of finding an enemy's weakness if acting on them or attacking at the right time, and when the fight is over, seeing that they are potentially missing or have had a change of heart in their dialogue with the player. This is all of course in conjunction with the item system present and the ability to heal and freely strategize in battles.

5 Members
Unity 2D
Available on Itch.io

Malaria Clinic Simulator

A humorous game about being a hospital director, going to the hospital to take care of patients and going out to make new patients using unethical methods. With a dirty needle, infected tissues, poxgun and the 1994 Pox-Mobile, infect new people.Sole game designer and programmerDesigned entire gameplay loop, programmed all interactions, designed all levels.

Solo Project
Unity 3D
Unreleased

The Galactic Delivery Empire

A small solo project with the aim of delivering goods from a central factory to different cities around the world. Originally with the concept of trading goods, which I then turned into a demo for a game which I have hopes to turn into a small multiplayer game.Sole game designer and programmerDesigned entire gameplay loop, programmed all interactions, designed all levels.

Solo Project
GameMaker
Demo

Box Ghost!

A puzzle game inspired by portal, which was made for my Intermediate Game Development class. This is one of the only projects in which I designed all art assetsSolo project.

Solo Project
Unity 2D
Released

Anarchist Simulator

An squad management RPG game inspired by Oubliette (1983) and Liberal Crime Squad (2002). The player manages a squad of anarchists in the early 1900s. Players work jobs to buy materials to spread anarchism through conversing with the local populace and bombing politician's houses.This is still being developed over time.Sole game designer, UI/UX designer, and programmerThe game's main progression is done entirely through the UI to plan out actions, as well as control character choices. This was a new experience to me so the planning of player actions and the flow of gameplay in terms of menus and ease of use, while of course placing player enjoyment at the forefront is definitely a skill I am becoming more comfortable with.

Solo Project
Unity 2D
Released

Rush Hour Anxiety

A humorous game made in 6 hours with an extra 3 hours for polishing for HackNYU Mini Hackathon 2023.It is a game about taking the subway in New York City, and thus we tried to capture the hectic atmosphere with a time based gameplay where the player tries to juggle between different things at the same time. By combining horror game mechanics with absurdist humor, we recreate our subway anxieties and paranoias.Co-programmer and designer.Collaborated to design core gameplay loop
Interface interactions, NPC behavior, and general code structuring.
As a part of this team, I helped develop a mechanically interesting system which provides the player with tons of enjoyment as they see the effect of their actions on the game and NPCs from a simple set of actions presented to them. Notably, when slapping away the hands of the antagonists, they become disgusted and leave after reaching to the next stop. This leads to situations where, depending on their actions, the player may have both antagonists attempting to attack the player, or where the player is constantly vigilant for when a possible enemy may come back while being forced to simultaneously focus on their test to win the game.

4 Person Project
Unity 2D
Released

Bobbi's Bubble-Tastic Birthday Bash

Bobbi's Bubble-Tastic Birthday Bash is a chaotic party game where an adult accidentally gets drunk at a child’s birthday party and unleashes mayhem. Made during the 2025 NYU Global Game Jam, it won Second Place for Best Design.Developed by a team of six, the game draws inspiration from the Y2K aesthetic and the quirky flash games we loved growing up. Despite the short three-day development window, we delivered a polished, playful experience that stood out for its visual style and interaction design.My Contributions:

  • Lead programmer responsible for implementing all core game systems.

  • Designed and coded the main interaction mechanic (shooting and reloading).

  • Built the scoring system and timer mechanics.

  • Created a designer-friendly point framework for easy tuning.

  • Developed an end of game scoreboard that dynamically tracks and displays the player's top score across sessions.

  • Implemented all input systems and player interaction logic.

  • Set up and synced UI and in-game object animations in Unity.

  • Ensured visual cohesion between player actions and feedback

6 Person Project
Unity 2D
Ongoing release

Hortensias

I worked as the programmer and game designer in this heartfelt mobile project, created in close collaboration with designer, artist, and project lead Tatiana.The game is a personal reflection of her relationship with her mother and grandmother told through interactive moments and carefully planned segments.I was responsible for translating Tatiana’s creative vision into a playable experience, all while adhering to a tight production schedule. We worked closely to ensure that every moment of gameplay felt intentional and emotionally resonant. Together, we designed each section of the game to be engaging, meaningful, and fun.As the lead programmer, I was responsible for:

  • Designing and implementing the overall level structure and flow

  • Creating and scripting all minigame interactions

  • Managing level sequencing and unlock progression

  • Implementing tween-based animations for polish and clarity

  • Ensuring Wwise audio integration functioned seamlessly

  • Structuring the project with mobile-focused architecture

  • Overseeing progression systems tied to narrative pacing

  • Maintaining consistent quality across minigames through extensive playtesting

  • Conducting bug fixing and iteration based on frequent feedback

2 Person Project
4 Collaborators
Mobile Project
Unity 2D
Nov. 2024 - Present

New York Items

filler text

4 Person Project
Unity 2D
Ongoing release

Parking Spot!

A game based on my childhood memory of my father pushing a car out of his way to get a parking spot on the street.Solo ProjectMade as a prototype and expanded to be a small minute long experience.For this, I rapidly prototyped the game in a single 8 hour span to create the core loop and a playable product with some elements of feedback to make the game enjoyable. I later came back to this project and worked on it for around three days focusing on adding more player feedback and polish in existing mechanics in the form of juice and responsiveness. This was mainly in the form of sound in response to player interactions, expanded particle systems, and some additional beautifying to the UI and camera.

Solo Project
Unity 3D
Released