
I am a TTRPG designer, professional software engineer, and technical communicator. I build bridges between complex systems and human experiences through approachable, perspective-shifting play.
My game studio is focused on demystifying complex systems and perspectives—translating them into approachable, whimsical, and memorable games that leave players with a new way to see the world.
I believe a good game, like good software, is a successful act of communication. In my day job as an engineer and my creative work as a designer, I’m driven by the challenge of expanding the map and building features that customers actually want to use. I like taking black box logic or misunderstood perspectives and translating them into something people can actually get their hands on.
Whether I’m shrinking cosmic horror down to a mouse-sized scale or using a tumbling block tower mechanic to explain the tension of a pet shelter, my goal is to turn the unfamiliar into something relatable.
How do I judge what project should be next when I want to fill a weekend afternoon with game design fun? When something isn't working in a game, what do I use to pare down unnecessary complications? That all comes down to the pillars of the studio:
I am an Explorer at heart. My games are for people who like to wander the edges, poke at the mechanics, and find the what-if moments. You’ll usually find:
I'm down for open-world video games like the Zelda and Horizon series, to tabletop games like T.I.M.E. Stories, Earthborne Rangers, and the Pandemic system. I love anything that makes me laugh, cry, or dream about those moments when hard choices were all that was left on the map. I revel in the TTRPG horror of a Mothership one-shot, the epic fantasy adventuring of Mausritter and Mork Borg, and the cute moments in Apawthecaria, Wanderhome, or Heckin' Good Doggos.
Fiction, non-fiction, games, or manga—a good story is a good story. That’s the kind of experience I strive to build. Happy gaming, wherever your adventures take you!