Growing up I have always made others laugh, and to be honest I thought I would become an actor one day. However, upon putting Tomb Raider into my uncles PS1 I was destined to make games.

My youth was spent playing a lot of games and writing in notebooks with my best friend about the games we would make one day. I discovered D&D and began DMing, breaking, and improving the systems and design. I drew maps of my own levels, wrote my own characters, and crafted my own ways to play.

I attended the University of Advancing Technology to get my B.A. in Game Design. During that time I was a volunteer quest designer for NERO live-action role-playing games and accumulated over 9 years of experience building quests, designing combat systems, and executing moment to moment action for players at live weekend events. I was apart of the most popular and successful role-playing games in the Mid-west pulling players from all over America. I attained a high-level position of design for C.A.S.T.L.E. inc heading new IP and improving current projects. Though passionate about LARP I wanted to create video games so I moved to Florida to explore new opportunities.

In 2016 I was set on taking my career to the next level in digital games so I joined the University of Central Florida's Master program, "Florida Interactive Entertainment Academy." I also began development on Cosmonaut and co-founded Neon Chasm. In the year I spent at FIEA I released two games on Steam one of which was nominated for Best Student Game at the Game Awards.


Personality Type: INTJ

"It is not the challenges a man faces that matters, it's how he deals with them."

My Genre Breakdown

Data taken from Raptr 7/18/2017

Design Philosophy

Game Design is a never ending process of problem solving. This is a pioneering job on a never ending ocean. Games as a medium will continue to grow and I believe that this area of growth will be the merger of Narrative with Design. A game on its own can stand tall with design alone, but I believe there is room to create amazing experiences by allowing the Narrative and Design to inform each other. A story does not need to be told in words, the experience is what matters so the design can be informed by the narrative. In Hollowed we sought to execute the design based on a story of loss and the 5 stages of grief. Thus was born an adventure between Halia and Oco, not a single word was said but players could connect, feel, and experience the intended design we had for the game. 

I believe games should be designed based on intuition and then refactored by data and feedback. Design should be reinforced by the intended player experience. Design should be based on emotion, challenges, and philosophies. Design should have purpose to create the best experience.