Passionate game designer with a strong technical background seeking a home to bring high quality gaming experiences to life.
View Resume
Futbol Idler


Futbol Idler is an idle game where you manage a Futbol team. Every match you win pays you, which you can then use in a variety of ways to improve your team.
My favorite part of the project was designing all of the mechanics, achievements, upgrades, and other systems for this game. I also enjoyed coming up with different strategies and paths for the player to use to empower their team. The UI design was tricky because we were developing for web and mobile. Idle games often have a lot of information and small features that are important for the player to be able to view, but can be overwhelming if not presented properly.
Grimm: Cards of Fate


Grimm: Cards of Fate is a mobile puzzle and CCG based on the hit NBC show Grimm. You create a deck and play through quests based on episodes of the show. Each quest has a different type of minigame like match 3 and finding hidden objects. As you collect more cards you can fuse your characters and make them stronger.
I began working on this game right after launch, creating new content in the form of quests, minigames, and cards. I worked with NBC Universal to ensure all new content, additions to the game, and marketing materials were on brand and met expectations. I also helped design sales, including combo packs of cards that lead to our highest single income day ever.
Penny Dreadful: Demimonde


Penny Dreadful: Demimonde is a mobile puzzle and CCG based on the hit Showtime show Penny Dreadful. You create a deck and play through quests based on episodes of the show. Each quest has a different type of minigame like match 3 and finding hidden objects. As you collect more cards you can fuse your characters and make them stronger.
When I began working on this game it had already been live and successful for around a year. I was supporting this concurrently with Grimm: Cards of Fate, which was built in the image of this game. While my duties were largely the same on both games, and the games were very similar in many ways, I found it to be a great opportunity to pick up on the contrasts that may have never been visible otherwise. What stood out to me the most was how fanatical the fanbase was for Penny Dreadful. This would lead to greatly varying effectiveness of similar marketing practices, and would also change how I approached quest design. I was able to bring in more of the elements from the show that the Penny Dreadful fanbase really appreciated.
GameCo Nothin’ But Net 2



GameCo Nothin’ But Net 2 is a casino arcade machine where you press a button to catch and shoot balls to win real money.
I created the initial design doc based on specs from GameCo and our CEO. I also worked on the core mechanics of catching and shooting, and the fine details of how the button press would feel. Since it was an arcade game for real money, it had to follow very strict win and payout rates, which I blended in behind the skill based shooting mechanic.