technical designer · gameplay programmer
Specializing in gameplay programming, networked ability systems, AI state machines, systems design, and puzzle design.
Selected work
Who I am
I'm a technical designer studying at the Florida Interactive Entertainment Academy in Orlando, focused on gameplay programming, systems design, and the bridge between the two.
I gravitate toward systems-heavy design: modular, scalable architectures where every piece serves the larger loop. Recently that's meant networked GAS abilities in UE5, ScriptableObject-driven inventories and achievements in Unity, and state-driven AI that has to feel reactive without breaking under pressure.
Outside of code, I write orchestral-style game music. When a project lets me touch both the systems and the soundtrack, that's the sweet spot.
Engines & Tools
Disciplines
Let's talk
Currently studying at FIEA in Orlando. Open to work: internships, collaborations, and conversations about technical design and gameplay programming.