
TMNT SF: Metalhead & Arena Mode
Technical Designer II
Designed Metalhead, the first fully ranged hero, plus Arena Mode and its three levels.
Every project across game design, software, and making.















































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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.

Gameplay Programmer / Encounter Designer
Core gameplay systems and boss mechanics for a split-screen co-op souls-like.

Programming Director
Light-redirecting puzzle platformer, where I also taught new club programmers Unity.

Lead Programmer
Turn-based RPG built around a city-wide dodgeball tournament.

Programmer
Three-week puzzle prototype where every mechanic grows out of a rope-snake grappling hook.

Lead Programmer
Exploration horror prototype where an eldritch dimension bleeds into the real world.

Programmer / Game Designer
Global Game Jam 2019 puzzle platformer built around a throwable bouncy pillow.

Lua Programmer
Advance Wars demake in PICO-8 with a level editor that works around the 32 KB cartridge limit.

Game Designer
Board game adaptation of Warcraft 3, balancing economy against army building.

Programmer / Writer
Parser-based interactive fiction where exploring a desert slowly uncovers a buried city.

Senior Technical Designer
Gameplay architecture for an unannounced 2.5D action metroidvania in Unreal Engine 5: C++ and GAS combat, a combo graph, component based characters, and editor tools for designers, on a 6 person team.

Lead Technical Designer
A wave based arcade space shooter for phones: themed modes with their own ships and weapons, a seeded boss roster, several touch control schemes, and art and audio generated in code.

Lead Technical Designer
A roguelite brick breaker where every rule is a swappable mod, any mix combines cleanly, and harder mixes pay more, with the studio reference economy, a balance sim lab and a formal accessibility audit.

Lead Technical Designer
Turn based naval strategy with data driven factions and abilities, an AI opponent, daily missions through remote config, and the catalog's most rigorous color vision accessibility work.

Lead Technical Designer
A card battler that expands a classic card game with themed decks, roguelite perks, wars and auctions, on a pure rules engine that plays whole matches headless.

Lead Technical Designer
An original 3D number sum stacking puzzle: solver and grid logic fully separate from presentation, procedural themes with custom shaders, an in game level editor and per level leaderboards.
Designer and developer
A design tool for Fire Emblem style encounters: edit units and weapons, see the combat math update live, and simulate whole skirmishes from a seed.

Lead Technical Designer
A tap to clear logic puzzle with a procedural level generator, a solver, a validator and a hand made level editor.

Lead Technical Designer
A design led drag path puzzle in pre production: themed mechanic packs, par and timer rules for player made levels, and glyphs so color is never the only cue.

Lead Technical Designer
An arcade snake with modes and daily challenges, and the first title to start from the shared studio framework on day one.

Senior Technical Designer
Adapting the studio framework and tools from the hypercasual line to the team's mid tier narrative deckbuilder, proof that the framework scales across project sizes.

Lead Technical Designer
The shared Godot framework under a studio catalog of 7 games: central config with a debug layer, debug and pause menus, shareable state snapshots, an asset viewer, build modes, Snapser, achievements, economy and an accessibility floor.

Lead Technical Designer
An in game frame profiler for the studio framework: a live overlay, a hitch log and CSV recordings for when a game stutters.

Lead Technical Designer
A Godot desktop dashboard over a studio catalog: versions, builds, an addon health matrix, install and update actions, the ship check and per game tool runners.

Lead Technical Designer
A 51 requirement mobile release audit and a static checker that tests each game against it, with HTML, JSON and audit sheet reports.

Senior Technical Designer
Unreal Engine 5 editor plugins: a combo graph editor, a Blueprint to C++ converter, a Details panel organizer, graph wire styling and an asset reference watcher.

Lead Technical Designer
The per game tools behind the hypercasual line: level editors, a daily missions editor, a balance sim lab, sound labs, a ship builder, art slots and procedural audio generators.

Developer and maintainer
A fork of the OrcaSlicer 3D printing slicer with a toolpath player, two axis move and scale handles, plate snapping, and CI builds for Windows, macOS and Linux.

Designer and developer
The wall display at CRASH Space LA, styled like a transit departure board: bus arrivals, events, 3D printer status, weather and mesh radio activity, with 29 themes and every panel embeddable.

Designer and developer
Embeddable widgets for CRASH Space LA that show whether the space is open, the next open hours and the week of events, straight from Google Calendar.

Designer and developer
A desktop git app for people who use git but do not think in git: it draws the history, explains every term, and previews each change before it runs.

Designer and developer
A GitHub identity manager that keeps each repository commit author and push account matched, without ever seeing a password or token.

Designer and developer
A live map of the CRASH Space LA Meshtastic mesh: node positions, coverage, hops and packet traffic, as embeddable widgets.

Designer and developer
A visual builder for the hero and call to action cards on the CRASH Space LA blog: pick a theme, layout, pattern and animation, preview it, and copy paste ready HTML.

Designer and developer
A tool that records real footage of a game, app, web page or terminal and builds the banner, hero loop and feature clips a GitHub README is made of.

Designer and developer
A web app for the Forge Makerspace print fleet: anyone submits a print job and picks a printer, everyone sees the live queue, and instructors run it from their own mode.
Developer
An effects library for Android keyboards, plus two ways to use it with FUTO Keyboard: an LSPosed module for the official app, and FXboard, a full fork.

Developer
A Windows launcher that runs several copies of GitHub Desktop side by side, each signed in to a different account, such as work and personal.

Designer and developer
A Windows profile picker that runs several Claude Desktop accounts at once, where every profile is an animated dandelion whose seeds spell its name.

Designer and developer
This portfolio: a static Astro and TypeScript site with three themed tracks, a content model in plain files, a local CMS, and Firebase Hosting behind my own domain.

Lead Technical Designer
A Godot desktop launcher over every studio project: play, run a build, build or open in the editor, with game updates from GitHub Actions and self packaging for studio or player bundles.

Lead Technical Designer
A pipeline that records real gameplay from each studio game for launcher cards and marketing, and builds a press kit from it.

Lead Technical Designer
One way vendoring of shared code into every game repo, with drift detection, and an addon tracker that scans, reports, updates and commits once per game.

Lead Technical Designer
A Claude Code plugin and process for running a game catalog: skills for starting games, adopting features, shared changes, sync, status and ship checks, with specs staged in waves and a human kept ledger.
Engineering Instructor
Engineering instructor in the Scientific Arts division at Heart of Los Angeles, a free after school STEAM program for students in grades 4 through 12.

Designer and maker
Sets of 3D printed coasters with Portal achievement icons, sold through my Etsy shop, made with a Python tool that turns SVG art into ready to print multi color plates.
Instructor
A beginner class at CRASH Space LA on laser cutting and the vector editors that drive the laser, from a first design to a finished cut.

Designer and maker
Custom glow in the dark name and pronoun charms, laser cut from acrylic and engraved to order, sold through my Etsy shop as earrings, keychains or zipper pulls.
Instructor
An intro to 3D printing at CRASH Space LA: the basic concepts, then step by step on the space printers, and every student takes home their own print.
Instructor
A two hour class at CRASH Space LA on running the Boss CO2 laser cutter.