I’m a Game Designer who loves understanding why players make the choices they do. I’m especially drawn to systems where mechanics interact, create unexpected possibilities, and ask players to adapt rather than follow a single path. Across my games, I’ve designed combat, progression, player goals, and interconnected systems while using playtesting and iteration to understand what actually creates a great player experience.
Since graduating from the University of California, Irvine, I’ve continued designing independently through projects like Trinkets & Crows and design studies inspired by Teamfight Tactics. I’m always looking for ways to take games apart, understand why they work, and use what I learn to become a better designer.
I also worked as a Conference Associate at GDC in 2023, 2024, and 2025, where I helped thousands of developers and attendees navigate the conference.
Trinkets & Crows is an independent competitive card game about stealing buttons and secretly pursuing end-game goals. I designed it as a playground for exploring player motivation, strategic choice, and variance, using repeated playtesting to understand not just whether a system worked, but why players made the choices they did.
Player goals & agency: Designing Trinkets that guide players without dictating their strategy.
Playtesting & Iteration: Using player behavior and game data to identify problems and evolve the design.
TFT as a Board Game is a design experiment where I deconstructed Teamfight Tactics into a physical tabletop experience to better understand what makes its systems and decisions work. By translating TFT’s economy, shop variance, traits, scouting, and commitment vs. pivoting into a board game, I explored which parts of TFT are essential to its identity and which depend on the digital format.
Deconstructing TFT: Using player behavior and game data to identify problems and evolve the design.
Designing around constraints: Adapting digital systems into physical mechanics while preserving the decisions that make TFT feel like TFT.
In Pitaya, interconnected systems turn hunger, combat, and player choice into a cohesive loop where every decision matters. Health, combos, companions, and quests were iterated to reinforce player expression, emergent gameplay, and the tension of the cursed fantasy.
Skills/Tools: Unreal 5, Perforce, Google Sheets, Blueprints
Awards: 3rd Place @ UCI's ICS EXPO 2025, Best World Design @ IEEE Game Sig
My Contributions:
Designed and balanced skill trees, companions, and quest systems that loop back into each other.
Allowed for deep player decision making with 24 unique skills that allow for a variety of choices.
Acted as team lead by communicating clearly with all disciplines to navigate problems.
Prototyped and iterated on mechanics to ensure the player experience matched the game's goals.
Wishlist on Steam!
FELLCHASER is a hack-and-slash roguelike where potion items and enemy systems create emergent combat loops. Each encounter and combo is carefully designed to reward experimentation, skill, and strategic decision-making, reflecting how player needs shape the systems themselves.
Skills/Tools: Unreal 5, Perforce, Sheets, Blueprints, C++.
Awards: 3rd Place @ UCI's ICS EXPO 2024
My Contributions:
Designed 47 ingredients, 38 effects, 8 upgrades, and 6 bottles
Prototyped, and Implemented 6 Enemies' behaviors through Unreal's Visual Programming
Balanced ingredients and enemies and documented results into spreadsheets.
Published on Steam!
Enkore explores how hero kits, thematic clarity, and iterative playtesting inform robust gameplay systems. Each case study demonstrates a deliberate design process where tools, player feedback, and creative goals converge to shape engaging and understandable experiences.
Skills/Tools: Unreal 5, Perforce, Overwatch Workshop, Jira, Blueprints.
My Contributions:
Prototyped 3 complex characters using Overwatch's Workshop, allowing for quick iteration and to prevent blocks from other disciplines.
Gathered feedback from over 25 playtests outside of the team to rapidly iterate on designs.
Developed a fast-paced game mode that fits within the games setting and theme.