I'm an indie game developer who thrives at the intersection of game design, art, and programming, and I jump at any
opportunity to challenge and improve my craft in those areas. Among the development process, I take
particular interest in polishing games to be beautiful, functional, and fun.
As a Lead Designer at UCSC's Game Development and Art Collaboration (GDA),
a student-run club of over 200 students, I'm also well-versed in the agile production style, as well as
lecturing and leading ideation, prototyping, and iteration over core game systems.
A lot of my free time revolves around my love of music. I've been playing guitar and bass for many years, in a couple different
bands with friends and family, I have a burgeoning cd collection, and I'm always listening to something while sewing,
painting, or roller skating.
Eltanin is a physics-based puzzle game about arranging planets to guide a young star to his destined place in the cosmos.
Spanning over 37 levels, it has a heavy focus on mastering the subtleties of its physics
systems, iterating on your path, timing, and--above all--creativity.
Eltanin got its start with a game jam win, during the 2025 Uni Jam. With such a promising core gameplay loop and too many ideas
worth exploring to put it down, my teammates and I soon picked back up development as Studio Verdigris with plans to expand and polish it enough to be worthy
of our ultimate goal: a Steam release.
As the Lead Designer and Technical Artist for Eltanin, I took charge in designing our core gameplay systems and mechanics, concepting and iterating on the vast majority
of the game's levels, mocking up and implementing UI, juicing up the game with animations and particle effects, and writing shaders for gravity, lighting, and
the wormhole. We put a massive focus on polish and quality assurance with Eltanin, having held more than 30 total playtests throughout the duration of the project,
and I'm sincerely very proud of how it came out!
stardozing is an online multiplayer 'friendslop' game where you team up, cave dive, and throw your friends around! It started as an entry into the
Unlikely Collaborators Game Jam, continued as a capstone project for UCSC, and is now being developed independently by me and my team.
As a multiplayer game, stardozing has posed many new challenges for me. I'm our team's the Network Engineer, so I've put in a lot of research and development
time on our multiplayer implementation, which uses Fishnet and Steamworks. As a technical designer, I've also had my hand in prototyping core gameplay systems
and bringing us closer to our next step: a playable demo.
We have so many ideas for where we want to bring the game, and are very excited to continue sharing our progress on the
stardozing Instagram, which we've put a lot of work into so far!
I’ll use this space to talk about what I did on the game, and how the process of making it went.
I might even I don’t know blah blah lorem ipsum you get it.
I could have some breaks so that some paragraphs look a little bigger. I’m just typing steam of
consciousness now, I’m currently with Uli in Coffeetopia typing on my laptop. Adrian is here too,
we’re having a lovely time I think. Adrian brought his and Uli’s in-ear monitors, which are really cool.
Anyways that’s all I wanted to say for this part, it’s just info on the game. Please like and
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