Technical Game Designer with an MSc in Computer Science and professional training in Game Design. Fascinated with the craft of game design and its ability to surprise, discover and fulfil our primal need for play — currently working on console porting at Untold Games.
Co-development porting of the sequel to Squanch Games' flagship title for Nintendo Switch 2. Focus on stability, performance and bug resolution in close collaboration with QA.
Full porting of Squanch Games' award-winning FPS comedy game to Nintendo Switch and Switch 2. Extensive CPU profiling, optimization and platform-specific bug fixing across both hardware targets.
Porting of Aesir Interactive's open-world police simulation game to Nintendo Switch. Bug fixing, performance work and a dedicated UI Design Document for Switch adaptation.
Side-scrolling puzzle platformer where you wake up as a child who can stop and resume time. When time stops you can move but when time flows you can't; channel forces to solve tests hidden in a lab facility.
Final thesis project in collaboration with startup AnotheReality. Designed a VR collaborative game for team-building and built a procedural tool to generate and test instances of desired difficulty using AI agents. Published in IEEE scientific journal.
Move your arrow through clean and relaxing Japanese settings. Face increasing difficulty levels, defeat bosses and avoid civilians. Pierce only ninjas to score and unlock new skins.
A collection of games developed for various public and internal jam events held at Untold Games. Key role in task management and game development across all titles.
A neural network trained with neuroevolutionary techniques to drive a vehicle around a track without crashing. Built on Unreal Engine 4's Advanced Vehicle template with TensorFlow integration via plugin.
A deep-dive into Unreal's Behaviour Trees and Environment Query System. NPCs perform a daily routine and tasks including solo and cooperative activities, then autonomously go to sleep at night.
I am a Technical Game Designer with a strong technical background stemming from a Master's Degree
in Computer Science and professional training at Digital Bros Game Academy.
I have a fascination with games that achieve depth through simplicity and thematic cohesion. My experience spans diverse genres, including action RPGs, shooters, deckbuilders, and racing games. Additionally, I love exploring simple yet clever indie titles such as Mewgenics, Inscryption, Outer Wilds, and Superliminal.
Naturally open-minded, focused, and always eager to learn.
Prototyping mechanics, writing Game Design Documentation, balancing systems through playtesting and iteration with a proven track record of leading and contributing to videogame projects.
CPU profiling with Unreal Insights and Nintendo SDK tools, fixing platform-specific bugs, managing QA pipelines via Jira.
NPC Behaviour Trees, EQS, Procedural Content Generation and Machine Learning applied to game experiences.
A devoted gamer who reads books and articles about Game Design. Passionate about film and manga/comic, with a preference for strong artistic identities. I have a particular interest in Science, especially Physics, which I excelled in.