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In addition to my work on ESO and Dropzone, I've also worked with various game tools—from well-known ones like Unreal Engine and Unity, to others like Assassin's Creed: Odyssey's Story Creator and Fallout's CreationKit. Scroll down for some honorable mentions!

Using Assassin's Creed: Odyssey's visual scripting tool (Story Creator), I built a quest where players help a man correct his rash decision to turn his friend over to soldiers who will surely kill him, and another where players track down and eliminate a serial killer masquerading as a loving mother. Both feature interesting plots with clear stakes and offer players the freedom to engage their objective in different ways, be it through charming information out of an NPC or moving unseen in the shadows. 

I served as designer, writer, and producer on an unreleased indie roguelike-RPG called Until the End, which featured an active battle system along with node-based exploration and choice-based events reminiscent of FTL: Faster than Light. Writing all the node events, tinkering with the stat formulas, and designing the different enemies were my favorite contributions to this vibrant project!

Many years ago, I set out to make a Unity version of a card game called Egyptian Rat Screw (weird name, I know), and since then it's served as a testbed for my programming knowledge. I dive in and enhance it every few years, coding new systems and refactoring old ones, pushing it just a little further each time. Looking at how much the game and my own skills have evolved over time is always gratifying, and I will forever value the journey over the destination with this project!

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