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My Portfolio

Solo Developer & Designer (Unreal Engine 5)

A gamepad-optimized first-person parkour game built in Unreal Engine 5. For this solo project, I engineered modular white-box gyms to rapidly prototype high-speed traversal mechanics, alongside a custom analytics vault to capture spatial telemetry and optimize player momentum

Solo Developer & Designer (Unreal Engine 5)

A dual-deliverable VR psychological horror experience developed by a 13-person studio team. Serving as Technical Level Designer, I architected the project's 'Single Source of Truth' Confluence pipeline and led remote blockout sessions to deliver collision-ready, functional sandboxes to the engineering team from day one.

Solo Game & Level Designer (Unreal Engine 5)

A first-person survival horror prototype that prioritizes systemic tension over scripted combat. I engineered complex Blueprint logic to drive pacing, including a cascading 'Sanity' variable system and a reactive AI utilizing NavMesh bounds and continuous raycast vision checks.

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Tool Developer (Unity & C#)

A custom procedural generation tool built in Unity. I utilized space-partitioning algorithms to dynamically generate tactical combat arenas, and engineered a stable hashing system to guarantee exact seed reproducibility for rigorous QA testing and debugging.

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Technical Designer (Unity & C#)

A mechanics-focused prototype demonstrating advanced scripting logic in Unity. I engineered dynamic orbital mechanics and interactive physics systems, focusing heavily on clean, optimized code structures and scalable technical design.

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Systems & Economy Designer

A comprehensive project focused on economy balancing and systemic design. I mapped out mathematical resource loops, balanced player progression curves, and designed robust rulesets to ensure a stable, engaging gameplay economy.

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​I am a Junior Game Designer specializing in translating complex mechanics into seamless, optimized gameplay. From rapid white-boxing in Unreal Engine 5 to architecting procedural systems and balancing tabletop economies, my focus is always on systemic design and metrics-based iteration.

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