About Me
My goal is to design elegant game systems that deliver depth without unnecessary complexity. I believe that less is more—focusing on a limited but versatile set of mechanics that consistently presents players with meaningful and engaging decision making.
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I'm currently an undergraduate at Purdue University majoring in Game Development & Design.

What do I play?
I like first person shooters that do things differently. I really appreciate when a game utilizes simple yet versatile mechanics to provide deep gameplay experiences. There’s something really satisfying about solving problems creatively and discovering unique strategies in games that challenge expectations.



What I love about Ultrakill is how every weapon is simple, but really shines through its interactions with the rest of your arsenal. The way these weapon mechanics interact with each other makes the game feel like a chaotic sandbox.
I'm really drawn to how Boomerang X combines combat and movement into one mechanic. Then it proceeds to introduce unique enemies, abilities, and levels specifically designed around the core mechanic.
Deep Rock Galactic's approach to roles and the way they can solve the same problems in different ways makes for a super deep engine for creativity. The 100% destructible terrain adds a whole new layer of strategic depth to the game without relying on overcomplicated systems.