Projects

Arcane Interns

Co-Founder & Lead Designer @ Studio 300

  • Leading design for a 1-4 player co-op first-person dungeon crawler with procedural generation, physics-driven traps, and emergent gameplay, targeting a Steam release in Q3 2026.
  • Authored the master game design document covering dungeon structure, quest systems, item economy, combat mechanics, and procedural room generation across a 14-person team.
  • Designing dungeon rooms built to function within any procedural layout, each containing tailored quest objectives, puzzle mechanics, and encounter setups that interlock with the generation system to produce cohesive, infinitely replayable floors.
  • Managing 2 designers on level design and narrative, creating technical specs and room creation guides for procedural dungeon content.

Pact Tactics

Co-Founder, Lead Game Designer & Systems Programmer @ Studio 300

  • Built a deckbuilding roguelike with dynamic demon patron mechanics in roughly 50 hours for the Feb 2026 Supercell Game Hackathon, delivering a playable demo from concept to submission in 3 days.
  • Programmed the full roguelike structure in Unity - map generation, node traversal, encounter flow, and event sequencing - producing one complete playable act with branching paths modeled after Slay the Spire.
  • Designed all cards, card mechanics, and combat systems including card resolution, patron affinity scoring, and faction-driven upgrade mechanics.
  • Authored the full game design document and designed every enemy encounter and event across the act, with seven demon patron factions that dynamically influence gameplay through boons, consequences, and real-time reactions to player decisions.

Cosmic Tails

Game Director & Lead Programmer — AAU Game Studio

  • Part of AAU's collaborative game studio, a multi-semester program where cross-disciplinary teams build shipping-quality games for Spring Show and GDC.
  • Serving as sole programmer on a 2.5D hack-and-slash action adventure in Unity, translating an artist-driven concept into a fully playable game with combat, dialogue, and progression systems.
  • Designed characters, enemy types, combat mechanics, and level flow across three distinct environments, and authored character specs, enemy specs, sound lists, and voice direction.
  • Leading a design team of 4 - a level designer, UI/UX designer, and two systems designers - while building production tools such as combat scripts and hook systems to support their workflows.
  • Directed voice actors and collaborated across art, audio, and programming teams to deliver a cohesive vertical slice.

KillCode: 404

Co-Founder & Lead Designer @ Studio 300

  • Directed core design for a 3D FPS roguelite across an 11-person team, defining mechanics, weapons, and systemic frameworks from concept to playable demo.
  • Designed levels from early blockout to fully realized playable spaces, ensuring cohesion between gameplay, visuals, and player experience.
  • Authored level design guides and technical specifications used by level designers to build and iterate on new content.
  • Developed worldbuilding, story structure, and cinematic direction for a narrative set inside a fractured virtual world.
  • Directed UI design, promotional assets, and sound integration, collaborating across art, audio, and programming teams to ship a cohesive demo on itch.io.
  • Awarded Best in Show for Overall Design at the Academy of Art University 2025 Spring Show, the largest and most competitive category in the showcase.

Devil's Gambit

Lead Designer & Programmer @ Studio 300

  • Led game design for a 2D hand-drawn action metroidvania across a 5-person team, shipping a playable demo in a 59-day production window.
  • Defined core identity, worldbuilding, player abilities, combat systems, and overall level flow.
  • Programmed the player character controller and boss encounter in C# using Unity.
  • Wrote all in-game dialogue and narrative cutscenes, shaping tone and character personality.
  • Created promotional assets including game logo and iconography; finalist in Academy of Art University 2024 Spring Show (Full Game category).

Blood

Lead Level Designer — AAU Game Studio

  • Designed and blocked out levels and progression mechanics for a fast-paced 3D first-person shooter game based on the Doom shooter genre.
  • Created documentation and guides for creating new levels, which includes blockouts, player goals, asset lists, and environmental storytelling.
  • Wrote an overarching story, scripts, and in-game dialogue based on pre-existing game prototype, as well as concepting strong style and narrative guides for characters to be referenced by artists and designers.

Trials of Aerlynn

Independent Game Designer

  • Created character, mechanics, and levels for a 2D metroidvania game in Unreal Engine 5.4.
  • Programmed controller, physics, and abilities for an upgradable adventurer character using blueprint scripting.
  • Imported and hand-edited tilesheets and sprites from 2D assets sourced from free online marketplaces, as well as created original sprites based on the art style from these assets.

Work Experience

Sales Ambassador

Lovesac

  • Led product shows, demonstrations, and sales presentations across the Bay area at Costco and other retailers.
  • Reached sales and key-performance indicators for self and company during multiple Costco roadshows and met overall sales goals for Q3 and Q4 of 2024.

Shift Supervisor

CVS / Pharmacy

  • Promoted from Associate position to Shift Supervisor within 1st year of employment.
  • Managed a team of 4-10 employees during closing shifts and oversaw warehouse deliveries.
  • Ensured proper safety for crew during closing procedures for front-of-store and pharmacy.

Graphic Designer

Freelance

  • Created commission-based work for the local school district and businesses using Illustrator and Photoshop.
  • Collaborated with clients to create posters, advertisements, albums, and book covers.

Education

BFA in Game Design

Academy of Art University, San Francisco CA

BS in Computer Sciences

Rochester Institute of Technology, Rochester NY (Transfer)

Skills

Development Level Design, Blockout, Scripting, Narrative, Storytelling, Graphic Design, UI/UX, Mechanics as Art
Scripting Languages C#, C++, Unreal Engine 5 Blueprint, JavaScript, HTML, GDScript
Tools Unity 5.0, Unity 6.0, Unreal Engine 5+, Procreate, Photoshop, Illustrator, Maya, MonoGame, Godot 3.8
Professional Focused, Detail Oriented, Critical Thinker, Flexible, Team Leader, Creative Problem Solver
Languages English, Spanish, French