I am currently getting my MFA in game design from NYU. I love designing fun interactions, whether that’s through systems design, level design, or mechanics design. I also love making beautiful things like stories and visuals. Here are some things I’ve worked on! Click on any game title for expanded details on my involvement.

https://youtu.be/zNwzJTvQGws

Haven’s Toll: Doomslay

a 2.5D side-scrolling dress-up mystery game where players analyze styles of cult members to build relationships and get information. Realizing that the doomsday that the cult predicts is real, the player has the choice to continue investigating the mystery, or to enjoy dressing up and making friends until the world ends.

Mechanics Design & Level Design

Technical Art & Animation

Narrative Design & Dialogue Writing

https://youtu.be/xzNn1rYGr1o

03:00

a 2D game where players navigate the internet, represented by an empty void of doors, opening to reveal rooms full of chattering mice who share their darkest secrets or lightest musings. Players navigate by spatial sound, listening for the music coming from inside each room. When the character is struck with an anxiety attack, players must sync their movement with the wind to recover.

Mechanics Design & Level Design

Dialogue Writing

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Make Out Monsters

a crunchy tabletop deck-builder where players race to make out with the most monsters in the club. Each monster is associated with a different playstyle and has a shop from which players buy cards each turn. Players choose which monsters to apply their affection tokens to, filling up their Make Out Meters. Once a Make Out Meter is full, players score points and get a special card from the monster, the meter resets, and its maximum value increases.

Mechanics Design & Balancing

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Help! Vampires are Turning All of My Friends and Neighbors!

a systems-diagram game made in Machincations in which players send members of a dwindling villager population to fight vampires, whose population grows with each battle they win. Players have to manage resources, which the vampires will steal if left unattended, designate roles to new villagers, train warriors, and farm garlic in a web of interconnected systems in order to defeat the vampires.

Systems Design

Mechanics Design

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Rebecca

a branching, looping “choose your own adventure” style story where players navigate a day in Rebecca’s tumultuous life, expanding their options with each loop. As players progress through the game, they attend therapy sessions which allow them to choose new options on their next loop. Players attach fake scales to their arms at the start of the game, reflecting Rebecca’s negative self-image, which they remove each time they make a decision that reinforces Rebecca’s sense of self-worth. Once they have all been removed, and the game concludes.

Narrative Design

Writing

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Get Money From Your Dying Dad

a text-based interactive fiction game where conversation is a puzzle. Initially tasked with uncovering the location of a stashed inheritance, the player must pick up on cues in conversation and ask the right questions to first make their father comfortable, and then find their way to the answer. However, players gradually uncover a bond and deep history with their dad, and can choose instead to give him resolution in his final moments.

Narrative Design

Dialogue Writing

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The Bathrooms

a walking simulator that parodies the backrooms and examines fortune-telling. The player navigates a bathroom themed world that they and several others have suddenly found themselves in, journeying toward the only goal they can find: A cat that stole the moon and tells fortunes. Each character has unique feelings about getting their fortune told, but all move slowly towards the cat, no matter how apprehensive.

Level Design

Writing

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Snale - Chapter 1

the first chapter of a tragicomic narrative 2D RPG about snails, relationships, and hero complexes. Rather than a turn-based battle system, battles take place in a non-diegetic “arena” space where the player and enemy move and attack freely. Players explore the world relatively linearly, solving puzzles and unlocking new abilities as they progress, which occasionally open new paths forward that were once closed. The tone of the story and characters remains light and silly, with undercurrents of dark mystery, until reality sets in and Snilliam, the main character, can’t ignore it any longer.

Mechanics Design & Level Design

Combat Design

Narrative Design & Writing