I build the hard part. Combat frameworks, level mechanics, and the tools that build the world around them.
Scraps is set in a pre-Fall electrical substation. You play the Scrapper, rerouting power through relay switches to open a path to a sealed containment unit. Progress is a chain of tradeoffs, not a series of unlocked doors.
The rules aren't the interesting part. The paper trail is. Every balance change has data behind it and a reason I can defend.
Most procedural tools are locked to one asset system. KitForge takes kits you bring yourself, which is the whole point. It is a working MVP, and the part worth talking about is the engineering: why socket auto-detection, why deterministic seeding, why asset-agnostic.
A co-op game where the hardest content is the headline content and skill, not gear, beats the boss. The pillars doc is locked. The vertical slice is in active development, focused on proving one hero's kit and the combat framework before scaling up.
I built this fun-first. Prove the shooting feels good, then prove the defense loop is fun, then add the rest. It is playable now and still in development.
I am a game design and development student at Full Sail, focused on systems and encounter design. I am the kind of player who, when something in a game is not quite right, cannot stop thinking about why it was built that way and how I would fix it.
I work best where systems meet the player: combat frameworks, level mechanics with real tradeoffs, and the tools that generate the world those systems live in. Across MMOs, raid games, and the small things I ship to learn, I am building toward encounter and systems design.
Open to systems, encounter, and technical design roles. The best way to reach me is email.