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.