Game Designer & Technical Artist
I design game systems, craft technical art pipelines, and build the behind-the-scenes tools that bring interactive worlds to life.
View Work/ About
I'm a Game Designer and Technical Artist with a focus on systems design, procedural content, and real-time visual pipelines. I work across the full spectrum - from high-level design documentation to shader graphs and tool scripting.
My work sits at the intersection of art and engineering: I care just as much about how things work as how they look. Whether it's a combat system, a material pipeline, or a procedural generation algorithm - I like building things that are, functional, efficient, and beautiful.
Graduate of Columbia College Chicago, class of 2026. Currently available for full-time, freelance, and collaboration.
Skills & Tools
/ Work
Games, prototypes, and experiments - from concept to complete.
Game & Systems Design / Unity 6
FrostBound
Was the primary Game Designer, and Game Producer. Worked with artists and programmers to develop a bureaucracy-simulator game inspired by games like Papers, Please, and No, I'm not a Human.
Technical Art & VFX / Unity
FrostBound
Was the primary visual effects and technical artist. Created several visual effects like snow fall, fog, fire, and an x-ray-like sci-fi medical scanner effect.
UX/UI / Unity 6
FrostBound
Designed and programmed custom dialogue system using YarnSpinner. Designed, and architeced a diagnosis tool to assist the player in diagnosing an NPC's illness.
Game & System Design
Aqua-Deco
Short description of the project - what it is, what my role was, and what makes it interesting. 2-3 sentences max.
/ Technical
Deep dives into the systems, shaders, and pipelines behind the work.
01
Scanner Overlay VFX
A multi-layered screen effect for FrostBound built in Shader Graph, driven by a decoupled C# state machine via MaterialPropertyBlock.
02
Breakdown Title Here
What technical problem did I solve? What approach did you take? This is where I show the thinking behind the work - node graphs, code snippets, profiling results.
03
Breakdown Title Here
What technical problem did I solve? What approach did I take? This is where I show the thinking behind the work - node graphs, code snippets, profiling results.
/ Process
From a raw idea to a finished, documented system.
01 - Research
Reference & Ideation
Gathering references, playing comps, identifying what makes the target experience tick. I document everything in a design wiki from day one.
02 - Prototype
Rapid Iteration
Greybox first. Get the feel right before investing in art. Fast feedback loops - short sprints, playtests, honest notes.
03 - Develop
Build & Polish
Once the design is locked, technical art passes begin. Materials, lighting, VFX, and optimization - all documented as I go.
04 - Document
Share the Work
Every system and pipeline gets written up - design docs, tech art breakdowns, annotated shader graphs. The work isn't done until it's documented.
/ Contact
Let's
make
something.