At CI Games, I’m one of two system designers driving player-facing combat, progression, and balancing on Lords of the Fallen II. I design and implement ranged combat content, including spells, throwables, and bows, using GAS.
I’ve championed a cross-team balancing pipeline that helps teams isolate systemic issues and tune the full game. I also build spreadsheet-driven simulations connected to in-engine data to track progression and item acquisition.
On Lords of the Fallen (2023), I worked on enemy combat, NPC animation timing, boss-fight camera behaviour, and Weapon Arts. I also championed the storage chest feature, from its constraints and workflows to its system rules.
Across Tag Games, Lightbulb Crew, and Othercide, I designed characters, encounters, levels, combat, and progression systems. I’ve also taught game design at ICAN and mentored junior designers.

