Ab Initio
Combat Designer
August 2021Â - Present
A top-down roguelike focused on combat, Ab Initio is my post recent team project. In Ab Initio, the player navigates randomly-generated levels, clearing rooms of enemies using combat abilities found along the way and reversing the flow of time with the game's unique rewind mechanic.
I designed and implemented most of the game's enemies and some of its bosses. In particular, designing around the player being able to rewind back to a few seconds ago made some coming up with enemy patterns an interesting experience.
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Momentous: Monumentum
Sole Developer
July 2020 - August 2021
Momentous: Monumentum is an expanded version of a game I originally made for the GMTK Game Jam 2020. The game is a precision platformer with an emphasis on momentum control. Instead of stopping upon colliding with a wall, the player bounces off of them, creating an interesting balancing act for players to move quickly without losing control.
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After creating the original jam version, I decided to expand it into a full release, designing and building an additional 13 levels in additional to the base game's 8. I also added a slew of new mechanics, such as ice that preserves the player's speed and jelly tiles that bounce the player vertically as well.
The

Sole Developer
November 2019
The is an action puzzle platformer I created in November 2019 for the GameMaker 20 Jam. The Jam's theme was "20", so I themed some of the game's elements around this; the core gameplay loop consists of collecting every coin in the level within 20 seconds.
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The levels in particular were a joy to develop. The screen-wrapping mechanic and non-linear nature of the collectables allowed me to design a multitude of potential routes for players to take.
Gnomentum
Design Director
January 2019 - April 2019
Gnomentum is a 2D precision platformer and one of the first team projects I worked on at DigiPen Institute of Technology. Stylistically, it blends together tight platforming gameplay with humor, surrealism, and grappling hook mechanics.
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As the team's design director, I worked to develop the game's humorous-but-surreal aesthetic. I also designed several of the game's levels and worked with our Technical Director to create an in-game level editor.



