Directory

Game Designer · Gameplay Engineer

Player-Centric Design,
Systems Thinking,
Practical Engineering

I’m a game designer and developer focused on systems design, technical design, and gameplay implementation. My experience spans AAA, early-stage indie projects, original game prototypes, and modding work.

I work best where game ideas need structure: turning goals into documentation, mechanics, and playable features. My focus is making sure each system supports the intended player experience and can survive the practical realities of production.

Projects

Projects from my professional and personal game-development work, spanning AAA production, indie teams, original prototypes, systems design, and modding. My contributions span gameplay systems, tools, animation, materials, implementation, and technical direction, giving me broad experience across the game-development pipeline.

Intercept Games · Game Developer

Kerbal Space Program 2

AAA Spaceflight Simulation

2023 - 2024

100 person team

Unity / C#

  • Design, implement multiplayer systems
    • Deconfliction, spawn protection, docking/merging, destruction
    • Distributed ownership, authority validation
  • Camera systems: construction, flight
  • Mission design support, implementation
  • Simulation integration, optimization
  • Technical documentation, engineering best practices, design patterns

Provide engineering support within a cross-discipline environment.

Project screenshot

Squad · Game Developer

Kerbal Space Program

AAA Spaceflight Simulation

2021 - 2023

100 person team

Unity / C#

  • Contribute software engineering and game-development experience
  • Implement cross-save feature allowing players to move vehicle designs between games
    • UI/UX implementation, file access, dynamic thumbnail generation
    • Shipped product closely aligned with design intent
    • Major player-facing success
Project screenshot

Aviary Productions · Systems Designer

Dark Aviary

Survival Horror, unreleased

2026

50 person team

Unreal

  • Authored comprehensive game design document
  • Technical guidance for multi-system integration (doors)
  • Standardized environmental destruction workflow
  • Introduced Agile, demos, and playtesting

Systems-design and technical-design consultant serving as a general project advisor across design, engineering, content production, and development process.

Project screenshot

Star Tempest · Level Designer

Kingdom of Wrath

Action RPG Roguelike, unreleased

2025 - 2026

50 person team

Unreal / Blueprints

  • Design procedural dungeon system to create scalable content
  • Provide technical direction in design and implementation practices
  • Mentor developers through pair-programming and code review
  • Develop versatile master materials and guide art workflow practices

Provide development and process support, contributing game design and technical direction across the project.

Project screenshot

Personal Project · Game Designer, Game Developer

Midnight Gardener

Cozy / Arcade Action

2025

1 person

Unreal

  • Design core gameplay, enemy behavior, grave mechanics
  • Write GDD, provide design analysis, causal diagrams
  • Create Trello board, write user stories and tasks

Design the gameplay systems for a fast-paced arcade-style game.

Project screenshot

Personal Project · Game Designer, Game Developer

Brave the Shadow

Puzzle / Horror

2025

1 person

Unreal

  • Design core gameplay, sanity mechanics, level structure
  • Structure systems communication, events, interactions
  • Write GDD, create Trello board, write user stories

Design a deep, systems-driven ghost-evasion deductive game.

Project screenshot

Personal Project · Systems Designer, Game Programmer

Space Engineers

Modding (various)

2021 - 2024

1 person

C#

  • Implement custom mechanics, player-facing constraints, scenarios
  • Design emergent gameplay systems
    • 10x 5-star rated projects
    • 21x 4-star rated projects
    • 200,000+ subscribers on Steam

Cerate original gameplay systems that turn open-ended systems into structured gameplay with meaningful player experiences.

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Experience

Professional, personal, and volunteer game experience, focused on systems and technical design, gameplay implementation, production planning, and cross-discipline collaboration.

Game Development Consultant (Remote)

Heney LLC · Feb 2008 - Jan 2021, Jun 2024 - present

Provided game design, systems design, level design, and technical design support for game projects. Translated creative goals into game systems that support the envisioned player experience. Contributed design and technical documentation, Unreal Blueprint development, procedural content development, systems analysis, and cross-discipline technical guidance.

  • Production Planning: Built complete Trello production boards with features, user stories, task breakdowns, story points, dependency links, and linked design materials to turn game concepts into executable development plans.
  • Prototype Validation: Created Unreal Blueprint technical demo systems to test core mechanics, interaction rules, and implementation feasibility.
  • Procedural Systems: Developed procedural dungeon systems to support replayable level structures and scalable content generation.
  • Design Documentation: Produced pitch decks, GDDs, and TDDs to define mechanics, progression, structure, implementation details, and player-facing systems.
  • Sandbox Systems Design: Designed and develop game mods with original mechanics, encounters, scenarios, and environments to create fresh player challenges.

Senior Software Engineer (Remote)

Intercept Games / Take-Two Interactive · May 2023 - Jun 2024

Developed gameplay systems, mission content, multiplayer features, and player-facing functionality for a AAA spaceflight simulation game. Translated design goals into implemented game behavior while contributing production code, multiplayer systems engineering, and technical design for multiplayer systems. Supported mission implementation, system integration, bug fixing, and cross-discipline collaboration across design, engineering, QA, and production.

  • Gameplay Implementation: Developed gameplay systems, mission content, features, and player-facing functionality to support core gameplay.
  • Mission & Content Support: Integrated and developed mission-design tools with key game systems to support mission logic, player progression, and content creation.
  • Multiplayer System Design: Defined system behavior, implementation requirements, edge cases, and integration needs for several multiplayer systems to support co-operative multiplayer gameplay.
  • Multiplayer Engineering: Implemented multiplayer systems to establish networked gameplay functionality and prepare systems for cross-discipline testing and iteration.

Software Engineer (Contract, Remote)

Squad / Take-Two Interactive · Jan 2021 - May 2023

Developed scenario-design tools, player-facing UI systems, and general gameplay functionality for an established spaceflight simulation game. Implemented a long-requested craft and vehicle save/load feature, including a new UI system integrated with the existing save/load architecture. Contributed bug fixes, feature implementation, system integration, and production support across the existing game codebase.

  • Vehicle Save/Load Feature: Implemented a long-requested spacecraft and vehicle save/load system, including a new UI flow integrated with the existing save/load architecture.
  • UI Systems Development: Built player-facing interface functionality to support vehicle persistence, user interaction, and integration with game systems.
  • Production Implementation: Delivered general gameplay functionality, bug fixes, and system integration work across the existing codebase.
  • Legacy Codebase Support: Investigated defects, implemented fixes, and supported feature work within an established codebase.
  • Scenario Tooling: Developed scenario-design tools to support authored gameplay setups, testing workflows, and scenario creation.

About

I’m a game designer and developer focused on turning ideas into playable experiences. I design the rules, choices, challenges, and structure that shape how a game feels to play, with a focus on making each system support the intended player experience.

My background combines game development with a Master’s degree in Interdisciplinary Engineering from Purdue University, where I focused on Industrial Engineering and Systems Engineering. I look at how all the parts of an experience fit together, how players move through it, and how each decision supports the overall feel of the game.

Contact

Interested in working together or talking about a project? I’d be happy to connect. Reach out if you’re looking for a game designer or developer who can help turn game ideas into memorable and engaging games.

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