Storytelling is my life, and I've looked for ways to tell stories since I can remember. Smaller levels and prototypes I've done — built to communicate pacing, encounter design, and spatial narrative.
Multiplayer sandbox survival game, with emphasis on crafting and combat. Player freedom and autonomy are some of the core principles that dictate how we take on designing and creating elements for the game.
A single-player combat encounter inspired by Control's Archive sector — condensed offices, a power-core system, and pacing built around pinching the player between cover and open sightlines.
An online co-op game built around light and darkness gameplay. Owned team communication and the common goal across programmers, designers, and artists, alongside first-pass puzzle design.
The first game project for Futuregames — a future-mobility concept designed for and around the Xbox Adaptive Controller, built as a remote collaboration between two student cohorts.
I'm the one with the knife on their face — long story. Beyond the games, I spend time on the stage too: I was in the play "Titus," Mexico, 2019.
Storytelling has always come first for me, and level design is where that instinct meets systems — pacing an encounter, staging a reveal, or using space itself to tell the player what's coming next.
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