Game & Level Designer focused on narrative-driven, atmospheric player experiences
I design narrative-driven horror and exploration games, focusing on level flow, environmental storytelling, and emotionally grounded player experiences.
A solo first-person narrative horror experience focused on atmosphere, emotional storytelling, and environmental exploration rather than jump scares or combat.
A first-person psychological horror experience built around a looping environment, where repetition, subtle environmental changes, and audio cues create sustained tension. Designed under tight time constraints, the project focused on pacing, player perception, and delivering variety within a controlled space.
A third-person narrative exploration game centered on empathy and emotional closure. Players help lingering spirits resolve unfinished ties, with simple mechanics and environmental storytelling supporting an emotionally driven experience developed within a collaborative team setting.
Phase Run
A mechanic-driven third-person platformer where players shift between reality states to control which platforms exist. Designed around readability and structured difficulty, the experience emphasizes learning, timing, and spatial awareness over speed or complexity.