I tell stories through the medium of gameplay. My passion as a designer is building experiences across missions, encounters, and combat where mechanics and story beats converge. It's an instinct born of a background in theater and two decades of telling stories for players through roleplaying guilds and events, even before I began doing it professionally.
I own my work from early concept through full technical implementation. I leverage my technical acumen not only to innovate in my designs, but also to sharpen how teams work by architecting new tools, pipelines, and process improvements: a skill I honed in a previous career of technical leadership in the insurance industry.
Whether it's an epic boss battle or the subtle behaviors of a woodland critter, a race against time or a methodical investigation, I combine scene and setting with action and mechanics to deliver unforgettable moments.
PROJECT TELOS
After Intrepid Studios shut down in February 2026, I have been leading a small cross-disciplinary team in building a collaborative portfolio piece and playable demo in Project Telos, a co-op action RPG. The demo explores a slice of a narrative mission, showcasing combat, introducing the setting, and culminating in a climactic boss encounter.
I originated the IP and provide creative direction across narrative and art, and own the design and implementation of gameplay, content, and the tools and systems architecture that support the team's pipelines.
The team is continuing to build toward delivering our playable demo in Summer 2026 while we pursue long-term work.
Discover more about Project Telos here.
As a Combat Designer on the MMORPG Ashes of Creation, I worked across the full breadth of the game's combat: universal systems
(stamina, dodge, sprint, and guard), weapon combos and skill trees for
more than ten weapon lines, and enemy design from individual ability
kits to zone-wide progression planning
As the feature owner of player pets, I designed and implemented the state trees, behavioral logic, and standards for input and responsiveness for three role-distinct player-controlled AI units, supporting both manual and autonomous AI modes. This included a full redesign of underlying AI architecture to support streamlined decision-making and receptiveness to player commands.
Drawing on the pet AI tech, I also authored and prototyped an
Ability-Centric Enemy AI architecture proposed as the studio's default
model for standard enemies to reduce design overhead and implementation risk.
I also owned the gameplay component of the game's Sport Fishing feature, an "endgame" alternative to traditional fishing involving active play against a fish opponent. This included player abilities, fish AI and movement, and the minigame's back-end to evaluate success and failure states.
After releasing into Steam Early Access in December 2025,
Ashes of Creation was canceled with the sudden closure of Intrepid Studios in February 2026.
As a Content Designer for The Elder Scrolls Online's Gold Road and Season of the Worm Cult chapters, I was responsible for developing quest and adventuring content in the West Weald and Solstice zones.
My major contributions included the "Self-Preservation" and "The Deserter" quests, as well as daily quests for Gold Road's six world bosses, NPC staging and behaviors in the city of Skingrad, and the placement of gameplay objectives such as lockboxes and skyshards.
I also provided the concept and core quest and gameplay design for Season of the Worm Cult's "Ghosthunter" quest, with implementation completed by another designer after I joined Intrepid Studios.
As Senior Game Designer on Pantheon: Rise of the Fallen, I was responsible for refining high-level design goals into documented systems. I owned the design, documentation, prototyping, and implementation of core combat functions and features alongside designer tools, and established the foundations for encounter design and content scripting for the game's ongoing development.
In addition to my core combat work, I also provided system design and content implementation for quests and storylines, NPC traits and dispositions, detrimental climates and atmospheres, character customization, equipment modification, and advanced locomotion.
Pack animals such as wolves will detect and attempt to call nearby allies into battle when threatened.
At low health, wasps may sacrifice themselves to deal critical damage to an enemy, relative to the amount of health remaining on cast finish.
(Inspired by The Secret World - 2012)
An emulated command-prompt client, this puzzle-slash-quiz game was built as a challenge for prospective members seeking to join a year-long role-playing ARG campaign in Funcom's The Secret World.
Successfully completing the Gateway would present players with a code before redirecting them to a back-end "Illuminati" forum, where the code would allow them to register and begin their induction into the in-character cabal.
(Inspired by Final Fantasy XIV - 2014)
A brief visual novel experience, 'The Relic' was designed to
supplement the process of ranking-up in my role-playing free company for
Square-Enix's Final Fantasy XIV, and reduce the manual overhead in facilitating certain scenes.
Play from the perspective of an up-and-coming recruit as you gain an audience with the enigmatic Archmagister, and are presented with a choice that will shape your journey to come.







