Quest Designer · Narrative · Level · Gameplay
Building worlds worth playing in.
I'm a Quest Designer focused on the three pillars that make games memorable: narrative depth, intentional level design, and gameplay systems that make the story feel alive and personal. I've been a gamer my entire life — and now I'm learning how to build them.
I've been a gamer my entire life and plan on being one till the end. But when I first started studying Game Design, I realized I didn't just want to play games — I wanted to create them.
I'm a beginner, but I'm a quick learner and grower who knows how to get better every day. My goal is to become a fully skilled Quest Designer — someone who can bridge narrative ambition and playable reality.
If you're a studio, recruiter, or fellow designer looking for someone who thinks deeply about storytelling, world-building, and player-focused quest design — I'd be happy to connect and help in any way I can.
A 2D pixel art endless runner set in a spirit realm where a thief steals a mystical mask and awakens the forest's fury. Contributed the original game concept and story premise, designed the core mechanics framework, and created the power-up and pick-up systems that drive the gameplay loop.
Play on itch.io ↗A souls-lite vampire action game built in Unreal Engine 5 where blood is both your health and your weapon. Served as Narrative Designer — responsible for building the full story world, the vampire's day/night conflict, and the lore framework underpinning the game's risk/reward identity.
Play on itch.io ↗An atmospheric platformer following Iboju, last guardian of a corrupted divine temple. Authored the narrative — the blight mythology, divine lore, and character arc — contributed to level design, and created the environmental artwork displayed on the temple walls throughout the game.
Play on itch.io ↗A turn-based dungeon adventure where a young hero races to destroy a cursed dagger before history repeats itself. Originated the game concept, wrote all in-game dialogue, authored the full story of Cullen and the Grand Trio, and introduced the core mechanics framework alongside the design team.
Play on itch.io ↗Original sketches and concept art — character designs and level layout concepts showing the visual thinking behind the worlds I design.
Original character illustration — a medieval princess portrait framed in ornamental ink linework with hand-drawn floral borders.
Initial rough sketch establishing the spatial layout — circular arena, fallen stone heads, arched columns, and player scale reference.
Refined concept with full detail pass — shaded stonework, broken statues, torch platforms, and movement arrow for player pathing.
Whether you're a studio, a recruiter, or a fellow designer looking to collaborate — I'd love to connect and see how I can help bring your vision to life.