Producer/Director
Production / Leadership
Led development from concept through full beta, managing timelines, asset pipelines, playtesting, and iterative refinement.
Organized and managed multidisciplinary feedback loops for art, sound, and gameplay, ensuring cohesive final product polish.
Conducted internal playtests and data-driven balancing sessions to fine-tune pacing, difficulty, and player progression.
Created project roadmaps and milestone tracking documents to guide development to completion under tight deadlines.
Game Design / Creative
Designed and balanced a fast-paced action-dungeon crawler, Spire of Trials, emphasizing strategic sequencing and real-time decision-making.
Developed and refined core gameplay loops focused on player skill expression, enemy prioritization, and adaptive difficulty scaling.
Created original enemy behaviors, boss fight mechanics, and dynamic wave-based encounters to challenge player mastery.
Implemented a unique four-attack combat system (melee, ranged, magic, heavy) requiring players to tactically sequence attacks for success.
Programming / Technical
Programmed core gameplay systems, including AI behavior trees, wave spawning systems, combat indicators, and shield mechanics using C# and Unity.
Built a positional weak spot system for bosses, requiring players to shift battlefield positioning to exploit vulnerabilities.
Developed custom enemy spawning logic with occupancy checks and dynamic despawning to optimize game performance.
Implemented polished UI/UX systems, including dynamic health bars, attack telegraphs, and visual feedback animations.