These games are built as living systems rather than content. Every project begins with psychology, behavior, and consequence, then becomes mechanics, AI, and narrative structure. The focus is on creating worlds that react instead of perform, where observation, choice, and subtle manipulation shape the experience more than scripted events.

This work is supported by grant funding and developed alongside a small, highly skilled team of Unreal Engine developers. The foundation comes from a broader background in filmmaking, animation, hardware design, AI systems, writing, and experimental product development. That range of experience makes it possible to move ideas from theory into functioning worlds, blending storytelling, technology, and interaction into games that feel intentional, unstable, and alive.

Lead Designer

HIDEO (working title)

HIDEO is a narrative-driven psychological game built around observation, tension, and invisible consequences. The project explores surveillance, paranoia, and identity through systems that respond to player behavior rather than scripted outcomes. It is designed to feel alive, where small actions slowly reshape the world and the characters inside it.

My role spans creative direction, world design, AI behavior design, and narrative architecture. I design the core mechanics, emotional pacing, and psychological systems that drive player experience, while also defining how the story emerges through gameplay instead of exposition. HIDEO is an experiment in building a game that thinks, reacts, and evolves alongside the player.

Private Demo Release Date ETA: August 2026

Lead Designer

MEMORY DIVERS

Memory Divers is a playable camera system turned into a narrative experience. It blends real photography principles with exploration, trust-based NPC interactions, and environmental storytelling. The camera is not just a tool for capturing images, it is the main interface for discovering hidden layers of the world and shaping how characters respond to you.

My role is concept creator, systems designer, and visual director. I define how the camera behaves, how photos are evaluated, how NPCs react to being photographed, and how photography becomes a form of communication inside the game. This project is about turning observation itself into gameplay and making the act of seeing feel consequential.

Private Demo Release Date ETA: October 2026