Experience
Mentored by a Senior Quest Designer; created mock paper prototypes for quests set in existing CDPR titles.
Practiced quest scripting logic, objective flow design, and feedback-driven iteration.
Designed and iterated core gameplay mechanics and resource economy for an unannounced sci-fi economy strategy game.
Unannounced single-player RPG (Daggerfall-inspired)
Leading a remote team of 10, establishing development pipeline and sharing design expertise.
Designing and implementing dialogue and quest tracking systems in UE5.
Managing system integration and cross-team dependencies.
3D first-person puzzle game (UE5)
Started as a school project (team of 12), now fully redesigned and in active development
Directed initial development: adapted the Mastermind peg mechanic into a core investigation loop.
Built initial prototype in 3 days; personally implemented ~50% of all game systems using Blueprints.
Redefined design pillars post-release; redesigned the project toward an immersive sim direction.
Overseeing engine migration to a newer UE5 version and full systems refactor.
3D puzzle platformer (Little Nightmares-inspired)
Owned the full project backlog and oversaw implementation of all game systems.
Wrote linear dialogue and integrated narrative puzzle elements into level design.
Designed both game levels from concept to final layout.
Designed and implemented behaviour patterns for 3 enemy AI types.
Unannounced survival crafting game
Designed first drafts for 5 core gameplay systems: Alchemy, Hunting, Farming, Cooking, and Building.
Developed a full progression system: 7 tiers, 5 locations, 50+ craftable items.
Maintained design documentation and balance spreadsheets throughout iteration cycles.