At an indie games startup, I design AI behavior systems, including investigation, group behavior, trigger priorities, and reactions to player actions. I also define combat and feedback systems, documenting rules and expected behavior through prototypes, state logic, and feature specifications.
At NYFA, I designed gameplay features across PC and mobile projects, taking them from concepts and paper prototypes through Unity implementation, playtesting, balancing, and iteration. I also implemented features in Unity using C#, including inventory, rhythm gameplay, menus, and tutorials.
On The Demon Lord’s Castle Defense, I designed interconnected AI combat, rhythm, economy, and progression systems, and implemented gameplay features in Unity using C#. On Aquatos, I designed and implemented touch controls and level progression, then iterated on controls and onboarding through usability testing and player feedback.

