Recent Projects
Holy Blade: Secrets of the Lunar Far Side
A solo project — a Holy Swordsman explores the truth hidden behind the moon. When refining hit feel and the rush of 2D action, I was reminded—beyond flashy VFX and combo spectacle—that mobility and how you read and use space are just as critical. This build doubles down on that mobility, iterating on pacing, control response, and overall responsiveness through repeated playtests.
•Combo chaining with input buffering and cancel windows
•Enemy behaviors via lightweight FSM (telegraphs, stagger, knockback)
•Polished feedback: hit stop, screen shake, time-scale bursts, camera impulse
•VFX/animation timing with events; pooled projectiles & effects for stable FPS.
Make It Till Monday
Co-op bar-management game developed with a UK team. As Acting Technical Lead for eight cross-functional developers, I steered roadmap realignment under pressure, owned full-cycle production coordination, and implemented core multiplayer synchronization with Unity Netcode for GameObjects and Relay.
•Leadership & project turnaround: As Acting Technical Lead for a cross-functional team of 8, navigated high-pressure development by realigning the roadmap and applying risk mitigation to deliver a viable vertical slice under tight constraints.
•Production & cross-team coordination: Owned full-cycle production through development docs and task trackers; facilitated communication across disciplines and continuously weighed milestone progress against remaining time for dynamic scope pivots and rapid problem-solving.
•Scope & production management: Led feature triage and dependency mapping to sustain velocity while balancing technical needs with team bandwidth.
•Multiplayer architecture: Designed and implemented core synchronization for a co-op title with Unity Netcode for GameObjects and Unity Relay—robust peer-to-peer connectivity and real-time data sync.



