I am a Game Designer and Writer.
My strengths are Game Mechanics Design and Narrative Design. I can speak Japanese, too.
My skills include Unity, Unreal Engine, C#, GitHub, and Design Documentation.
My passions are Combat Systems, Game Localization, and Video Game History.
WORKS
EPHEMERAL
Ephemeral is an in-development RPG about thoughts, feelings, aimlessness, and the American Midwest.
Another layer of reality, created and defined by the passing thoughts of humankind, is being threatened by a mysterious corruption. Those with a special power are capable of passing through the barriers between worlds, and are the only chance of cleansing the corruption and saving the mysterious world from certain doom.
By using ephemera - the crystallized forms of passing thoughts - you can customize your party members to your heart's content. In fact, the only way for your characters' stats to increase at all is by consuming ephemera. How will you build your characters? Do you have what it takes to overcome the challenges you'll find in the world of discarded feelings?
At present, only the first chapter of Ephemeral is complete and available to play. However, development is continuing.
ROLE
Original Game Concept
Mechanics Designer
Level Designer
Writer
Sprite Artist
FIRE EMBLEM: THE BRIGANDS’ DILEMMA
An original Fire Emblem fan game, built on the engine of Fire Emblem: The Sacred Stones.
A group of bandits decide to move up in the world by becoming mercenaries after a chance encounter. Being a mercenary isn’t as simple as they thought, and as an insurgency sweeps the duchy where they live, they will need to make some tough choices…
The full game features nine chapters - eight per playthrough, with a branching final chapter and two endings depending on the player’s decisions.
To play the game, you must use a ROM-patching program such as Tsukuyomi, and apply the UPS patch in the download link to a clean ROM of the English version of Fire Emblem: The Sacred Stones.
ROLE
Original Game Concept
Level Designer
Writer
CHRONO KNIGHT
An isometric 3D puzzle game collaboratively developed in Unreal Engine as my team’s undergraduate capstone project. Time moves only when you move. Forethought and spacial awareness are key to completing these tricky puzzles!
I designed the main game mechanics of this game, and personally designed and constructed most of the levels in Unreal Engine.
ROLE
Original Game Concept
Lead Mechanics Designer
Level Designer
VIKING VOYAGERS
A choice-based adventure game with a Viking theme, collaboratively developed in Unity.
In order to survive the grueling journey to the New World, you must manage your crew’s health and mood by making tough decisions in even tougher situations. Can you reach the distant shores?
I designed the game’s numerical systems and wrote most of the in-game text and dialogue.
ROLE
Mechanics Designer
Lead Writer
RESONANT FANG
My long-term personal project - the unicorn.
Resonant Fang is a JRPG-inspired game concept with a complex, character-driven story and intricate gameplay systems.
GAME DESIGN MATERIALS
OTHER WRITING & REVIEWS
I like to write - just for fun! I also publish short game reviews to my Backloggd account.
I made a “gentle rebalance” of one of my favorite games, Fire Emblem: The Sacred Stones. The changelog includes the reasoning for every change I made - check it out!
Fire Emblem: The Sacred Stones Gentle Rebalance Romhack Changelog