
TMNT SF: Metalhead & Arena Mode
Technical Designer IIDesigned Metalhead, the first fully ranged hero, plus Arena Mode and its three levels.
Proprietary C++ engine · C++
Open levelWORLD 01 · INSERT A DRIVE
Technical Game Designer
Technical design, combat, and gameplay systems. Shipped DLC at Super Evil Megacorp, now a Senior Technical Designer at Sovereign Axe Studios.
Ambitious designer who thrives on pushing the boundary and experimenting with new ideas.

Designed Metalhead, the first fully ranged hero, plus Arena Mode and its three levels.
Proprietary C++ engine · C++
Open level
Led design of Casey Jones, the first new playable character since launch, plus the Junkyard level and its two bosses.
Proprietary C++ engine · C++
Open level
Combat design, balancing, and cross-platform systems work for the core release, from iPhone to PC, Mac, and Switch.
Proprietary C++ engine · C++
Open level
Combat design and gameplay programming for an action game about building and programming robots.
Unreal Engine 4 · C++ · Blueprints
Open level
Core gameplay systems and boss mechanics for a split-screen co-op souls-like.
Unreal Engine 4 · C++ · Blueprints
Open level
Turn-based RPG built around a city-wide dodgeball tournament.
Unity · C#
Open level
Technical Designer II
Designed Metalhead, the first fully ranged hero, plus Arena Mode and its three levels.

Technical Designer II
Led design of Casey Jones, the first new playable character since launch, plus the Junkyard level and its two bosses.

Technical Designer
Combat design, balancing, and cross-platform systems work for the core release, from iPhone to PC, Mac, and Switch.

Combat Designer / Gameplay Programmer
Combat design and gameplay programming for an action game about building and programming robots.
With a deep passion for game development and a strong foundation in technical design, I specialize in crafting innovative, data-driven systems that elevate player experiences. My expertise spans across multiple platforms, including mobile, computer, and console, utilizing C++ and specialized scripting languages within proprietary game engines to deliver high-quality, scalable gameplay systems.
At Super Evil Megacorp, I worked as a Technical Designer on TMNT: Splintered Fate, designing and implementing core gameplay systems, including character mechanics, combat systems, and developer tooling. My work emphasizes close collaboration with cross-functional teams, ensuring that systems are optimized and cohesive across narrative, art, and engineering disciplines.


















