At TaleWorlds Entertainment, I worked on Mount & Blade II: Bannerlord and its War Sails DLC, adapting character movement, navmesh pathfinding, and ranged ballistics for combat on moving ships. I also improved core movement and animation systems, addressed engine performance bottlenecks, and built simulation tools for designer iteration.
I grew a personal Unity prototype into a TaleWorlds studio roguelike project, where I served as Lead Programmer and Lead Designer. I led a team of three to a playable vertical slice and owned the technical architecture and core gameplay loop.
For the roguelike, I built procedural generation, combat and enemy AI, and a data-driven content system with editor tools and a content pipeline. I also designed UnCore, a reusable Unity framework that supports much of SumMon, my tactical roguelike coming to Steam in Q1 2027.
I’ve also made independent games, including The Nature, a solo survival RPG released on Steam, and Art of Guile, where I implemented deterministic lockstep multiplayer. In SumMon, I’m experimenting with AI-driven development by directing tools to produce much of the code and game assets within an architecture and rules I designed.

