Game Designer | Specializing in Combat Systems and Live Game Design
I've spent 6+ years designing combat, progression, and live systems that keep players engaged long after launch.
Deep dives into mechanics and systems that shaped long-running games.
Designed Cal's stance-switching mechanic to make turn-based combat feel kinetic and expressive while preserving Jedi power balance.
Read Case Study →Introduced the Purge resource mechanic that unified Inquisitor kits and established a reusable faction framework.
Read Case Study →Broader contributions in live ops, character balance, and rapid prototyping.
Six years of event, economy, and progression design across SWGOH and FFXV: A New Empire.
Eighteen character and ship kits with multiple community awards and top-tier adoption metrics.
Prototyping new mechanics under 48-hour constraints to keep design instincts sharp.
I build combat and progression systems that challenge players to learn, adapt, and stay curious long after release.