Implemented, iterated on, polished, and had technical ownership over 7 PvP game modes (ranging from casual party and event modes to a competitive mode used in ranked play) and was the design owner of 5/7 of these modes: Collision, Relic, Iron Banner: Eruption, Iron Banner: Fortress, Zone Control 2.0, Sparrow Racing League, Heavy Metal: Supremacy 1.0 + 2.0
Provided technical design support for 10 PvP maps (both new and ported) and general upkeep across 30+ maps. The work included: collaborating with the world artist for any tech design needs, hooking up the map itself to the game, setting up the modes and related placements on the map (ammo crates, zones, spawn/respawn points, etc.), and more.
Regularly tuned, upkept, and fixed live bugs across evergreen PvP and PvE activities and systems based on scope, technical limitations, live data, player sentiment, overall design goals, and internal & external feedback
Under a Ubisoft mentorship program, how did I design and rapidly prototype FPS combat as an implicit storytelling tool?
How did I design this 3D shooter in a small team of beginner game developers and 10 weeks?
With zero prior knowledge of Ubisoft’s Rainbow Six Siege, how did I manage to design this operator to fit within the game and make it to the semi-final round?
How did I successfully design a relaxing yet personal experience by myself during a work week?
I am currently designing a narrative-driven sci-fi stealth game. Core mechanic is its partner stealth. This is a solo passion project still early in pre-production, so more info coming in the future!
I am a technical game designer who loves to convey stories through games. Whether it’s through how the main character deals with obstacles, what the main objectives are, or even what kinds of rewards the player may get, I enjoy designing and playing games that players can both enjoy and learn something from.
I have 5 years of experience in AAA live-service development from my time at Bungie on Destiny 2 from Witch Queen (2022) all the way to the game's final major update Monument of Triumph (2026). My extensive hours as a player and growing experience as a developer enables me to implement & iterate on various game elements given its goals, constraints, and feedback from others in a highly collaborative environment. I also have a B.S. in Math-Computer Science that helped lay a strong foundation for my technical skills and problem solving.
In addition to playing games, I love to draw, dance, take photos, watch anime, and browse through cute dog pictures during my free time.