Flagship

Primary case study — the clearest snapshot of how I think about systems, narrative, and player agency.

Flagship Case Study

Past the End

A narrative JRPG built around handcrafted encounters, exploration-driven progression, and absurdist philosophy expressed through play. The main story is fixed, but side stories, world state, and character responses shift based on how you move through the world.

JRPG Narrative Systems Encounter Design
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Games

Released and in-development games exploring progression, player behavior, and systems as commentary.

Unity Game

Cult of Coin

A casual idle game built in Unity that plays with compulsion loops, prestige systems, and the illusion of choice inside efficient economies. On the surface it’s about making numbers go up; underneath, it quietly satirizes the way people surrender agency to systems that reward repetition.

Unity Idle Systems Economy Design
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Apps

Mobile UX and product work centered on calm rituals, reflection, and scalable social systems.

Mobile App

Song of the Day

A cozy social music diary built with Expo and Firebase. Users share one song per day, track their listening through monthly calendars, and stay softly connected with friends. Designed as a low-pressure, privacy-aware, and scalable social experience.

Mobile UX Social Systems Firebase
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Prototypes

Scoped experiments focused on learning, iteration, and systems exploration.

Prototype

Trailflip

A mobile-first resource management JRPG prototype where players manage three core supplies and make choice-driven progress along a trail. Built to explore short-run structure, lightweight JRPG combat, and how simple resources can drive tense, meaningful decisions.

Prototype Resource Management Mobile
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Prototype

Emberrun

An early Unity prototype exploring team-based card combat, character synergies, and deckbuilding driven by party composition. The project informed how I scope future systems and how I approach character-driven, modular design in larger projects.

Prototype Deckbuilding Team Synergy
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