Game Designer | Specializing in Combat Systems and Live Game Design
I've spent 6+ years designing combat, progression, and live systems that keep players engaged long after launch.
Deep dives into mechanics and systems that shaped long-running games.
Designed Cal's stance-switching mechanic to make turn-based combat feel kinetic and expressive while preserving Jedi power balance.
Read Case Study →Introduced the Purge resource mechanic that unified Inquisitor kits and established a reusable faction framework.
Read Case Study →Broader contributions in live ops, character balance, and rapid prototyping.
Six years of event, economy, and progression design across SWGOH and FFXV: A New Empire.
Eighteen character and ship kits with multiple community awards and top-tier adoption metrics.
Prototyping new mechanics under 48-hour constraints to keep design instincts sharp.
Six years shipping live games, most recently four at Capital Games (EA) on Star Wars: Galaxy of Heroes: 18 characters and ships, 7 marquee events, a Journey Guide legendary event. Before that, mobile F2P live ops at Machine Zone on FFXV: A New Empire.
Most of my work is character design inside a solved meta. My working assumption is that players will do exactly what you ask them to do and never what you intend, so a kit has to be designed for how it'll actually get used, not how you hoped.
Galaxy of Heroes is ten years old and the community datamines every kit before it ships. A design either holds up under that or it doesn't. Jedi Knight Cal Kestis was built around the stance-switching from Jedi: Survivor. The fantasy had to stay intact while the kit landed between the top Jedi teams and the premium tier, without making rosters people already own obsolete.
I'm also building MOTEFALL, an action roguelite in Godot 4, handling both design and code.
Looking for a Senior Game Designer role. Bay Area. Open to hybrid and remote roles. Willing to relocate for the right team.