Song of the Day
Solo Designer & Developer
A low-pressure social music app built around one intentional daily post. The case study focuses on mobile UX, social-system constraints, backend ownership, and release on both major mobile stores.
Shipped products, in-development games, and focused prototypes exploring systems, interaction, progression, and player behavior.
Finished products are the clearest evidence of execution, so they come first.
Solo Designer & Developer
A low-pressure social music app built around one intentional daily post. The case study focuses on mobile UX, social-system constraints, backend ownership, and release on both major mobile stores.
Solo Designer & Developer
A casual idle game built in Unity that plays with prestige systems, compulsion loops, and the illusion of choice inside efficient economies.
Larger work that shows design direction and process, labeled clearly when it is not an actively shipped product.
Designer, Systems Designer, Narrative Designer
A narrative JRPG built around handcrafted encounters, exploration-driven progression, and a world that reacts to side-story completion.
Scoped experiments built to test combat formats, resource pressure, party composition, and mobile-friendly game structure.
A mobile-first resource management JRPG prototype where players manage three core supplies and make choice-driven progress along a trail.
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An early Unity prototype exploring team-based card combat, character synergies, and deckbuilding driven by party composition.
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Supporting contributions where the work was shared with other creators or teams.
Co-creator contribution focused on game design, map design, and light narrative support.
View on Steam