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Combat and AI design


Hey there! I’m a systems designer/technical designer and a highly experienced department lead with a demonstrated history of working in the gaming industry. I’ve worked on some amazing projects in my career from DC Comics to Metroid Prime Remastered and Metroid Prime Beyond, Tiny Tina’s Wonderlands, and some indie titles like Rime. I’m very comfortable with addressing bugs and gameplay issues to assure a stable and polished product with blueprints, EQS and UE’s Gameplay Ability Systems and scripting AI and boss AI to be more natural for better player experiences. I’ve also implemented game systems such as economy, tech trees and balance progression within co-dev engines. I’ve collaborated with every department to provide constructive feedback on all aspects of game development and actively sought out opportunities to increase the quality of the projects. I love working closely with other designers and engineers to develop and iterate on ideas for players to enjoy.


Boss Enemy AI

nature, texture, iceland, moody, photography, otherworldly iceland, underground, underworld, otherwordly, woodland,

From paper to prototype! Here is magical enemy AI boss encounter. This boss teleports to player, has multiple variations of melee attacks and ranged projectile attacks. Along with varied player abilities.

General AI and NPC design

I’ll bring your AI dreams to life, from basic behaviors to complex combative systems and all from scratch too.