I'm a AAA Systems and Technical Designer
that has spent my career creating and owning level, puzzle and player mechanics; assisting other developers and making side projects with a passion.
My path started with a production internship on Shadow of War, then a student capstone where I led a team through a multi-stage pitch process to ship The Cursed Revolver. From there: gameplay engineering on Hogwarts Legacy, and 8+ years on the systems and technical design team on God of War: Ragnarok and Laufey at Santa Monica Studios. I have experience leading cross disciplinary features through the entire life cycle of a project, evaluating scope risks, creating opportunities and aligning teams around a strong design rationale.
What stuck with me across all my experience wasn't any single decision, but the process behind the decisions β the small pieces of reasoning more experienced designers passed down to me. I believe this is one of the main skills a designer must have to be successful.
View Experience βLaufey
Game-wide pillar owner of level mechanics. Owner of key player mechanics and puzzle features.
God of War: Ragnarok
Systems & Technical Design owner across three biomes, from early prototyping to final polish.
Hogwarts Legacy
Gameplay engineering on the mission system, plus a custom UE4 editor tool built in Slate & C++.
Shadow of War
Production internship β first hands-on look at how a AAA production pipeline actually runs.
The Cursed Revolver
Capstone team lead. Top-down twin-stick shooter where every ability costs health.
Projects
Other Projects
Concepts & Studies
Skills
Design
Process
Tools
Read more of the thinking behind the work.
I write about the process, not just the outcomes, over at The Logical Game Designer.