I'm a game developer who enjoys building things from scratch — from core gameplay loops to the tools that make them possible. I spend most of my time in Unity and Godot, occasionally dropping down to raw C++ when I want more control over performance and memory.

I'm drawn to the messy, iterative part of game dev: prototyping fast, throwing out what doesn't work, and polishing the systems that do. Shaders, procedural generation, and game feel (that hard-to-define "juice") are things I could talk about for hours.

When I'm not building, I'm playing — mostly indie titles, always taking mental notes on what makes them work.

Always happy to talk gamedev, swap notes on tools and engines, or nerd out about a clever mechanic someone pulled off.