Professional Experience
Contract, independent, and studio-based development across level design, Unreal Engine implementation, technical art, production systems, and visual development.
Level Designer, Contract
Matrioshka Games · Philadelphia, US
- Supported level design, environment implementation, and technical-art production in Unreal Engine.
- Contributed to QA, production collaboration, documentation, and community-facing presentation support.
- Assisted with production-ready implementation across design and visual-development tasks.
Founder & Multidisciplinary Game Developer
Datura Mist Entertainment LLC
- Direct independent game and software development across Unreal Engine projects, Windows desktop tools, technical-art systems, and rapid prototypes.
- Lead game and systems design, level design, UI and UX, Blueprint implementation, technical art, QA, documentation, production planning, asset integration, and release preparation.
- Translate broad creative concepts into scoped milestones, data-driven architectures, vertical-slice plans, packaged builds, and presentation-ready production records.
Selected Productions
Shipped and ongoing work spanning commercial game development, independent projects, tools, and production resources.
February 2023 – October 2023
Expedition Agartha
Level Designer, Contract
Matrioshka Games
Unreal Engine · Windows PC / Steam
Contributed to the production of a medieval first-person PvPvE extraction game through level design, player-hub improvements, environment implementation, technical art, QA, DLC concept development, and community-facing presentation.
Improved player-facing spaces and production content across the hub and expedition environments, developed an in-game Blood Orb material effect, created the concept for the Gladiator Champion Helmet DLC, and supported testing, documentation, intern feedback, and community outreach.
- Level design and player-flow iteration
- Unreal Engine environment and technical-art implementation
- Cross-disciplinary production collaboration
- QA, version control, and rapid feedback response
- Community presentation and player education
June 2025 – Present
Keep Away
Founder, Game Director & Solo Unreal Developer
Datura Mist Entertainment LLC
Unreal Engine 5.8 · Windows PC / Steam planned
Solo-developed audio-reactive arcade survival game built around quick sessions, mode-dependent movement, data-driven obstacle spawning, licensed music-driven visuals, and cosmetic personalization.
Designed and implemented the core gameplay loop, movement modes, portal transitions, obstacle systems, UI architecture, cosmetics framework, technical-art integration, data structures, and testing workflow.
- Unreal Engine gameplay and systems implementation
- Data-driven obstacle and game-mode architecture
- Player-focused UI and interaction design
- Audio-reactive technical-art integration
- Solo production planning, testing, and iteration
July 2026 – Present
Mini UI (Codename)
Founder, Product Designer & Solo Software Developer
Datura Mist Entertainment LLC
C# · XAML · WPF · .NET · Windows PC
A lightweight Windows note-board application that blends practical organization with customizable desktop presentation, allowing notes, drawings, folders, and decorative board elements to sit naturally over the user’s wallpaper.
Designed the product architecture, UX, note and board systems, personalization framework, local persistence, desktop integration, drawing pipeline, and QA workflow through an AI-assisted C#/WPF development process.
- UI and product-system design
- Desktop software architecture
- C# / WPF implementation
- Persistence, recovery, and workspace management
- Iterative QA and performance-focused development
July 2026
Towers of the Crysenith
Game Designer, Creative Director & AI Prototyping Researcher
Developed under Datura Mist Entertainment LLC
Godot 4.6.1 via Tesana · Web / Windows x64
A gothic-chibi tower-defense and idle-sanctuary game created as a two-week, approximately $100 production experiment. The completed prototype includes hub defense, leader summoning, tower progression, collections, illustrated storytelling, and a 100-stage campaign across ten regions.
Defined the concept, systems, worldbuilding, progression, art direction, scope, budget, and acceptance criteria, then directed, tested, and iterated on Tesana-generated Godot builds until the prototype reached a coherent playable state.
- Rapid prototyping and scope control
- Game and systems design
- AI-assisted production direction
- Worldbuilding and visual coherence
- Manual QA and generated-build evaluation
Long-form IP development since 2020
Project Breathe (Codename)
Founder, Creative Director & Game Designer
Datura Mist Entertainment LLC
Current milestone: Unreal Engine 5.8 vertical slice
Windows PC / Steam planned
An original dark-fantasy open-world action RPG built around exploration, omen-driven storytelling, action combat, Spirit Glass equipment, soul-contract companions, and ritual preparation between expeditions.
Created the original IP, world and narrative foundation, core gameplay loop, progression systems, content architecture, vertical-slice scope, pitch materials, and Unreal Engine production plan while directing the project's visual, mechanical, and technical development.
- Long-form systems and world design
- Founder-level creative direction and production ownership
- Converting a broad original IP into a scoped vertical slice
- Data-driven Unreal Engine architecture
- Cross-disciplinary documentation and content planning
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