01
Burrow
Director, Lead Developer, Writer · 2024
A cozy poker game built around a single feeling: being a small creature invited into the burrow to hang out with your furry friends and gamble away your most prized acorns.
- Unity
- Cozy
- Card Game
- PC
Portfolio 2026
01 · Selected Work
Design, code, and animation across desktop and mobile. Every reel below is captured from real gameplay and plays on loop as you scroll.
01
Director, Lead Developer, Writer · 2024
A cozy poker game built around a single feeling: being a small creature invited into the burrow to hang out with your furry friends and gamble away your most prized acorns.
02
Solo development · 2026
A noir flavored point and click starring the world’s least serious detective. Hand animated characters, branching dialogue, and a case that never quite closes.
03
Solo development · 2026
A one thumb endless runner built for phones. Tuned for fast restarts, readable silhouettes, and that one more run pull.
04
Third person adventure · 2026
Drive a time machine and an adventure jeep straight into the Jurassic, then hunt down one very specific dinosaur before the asteroid ends everything. You have eight minutes to find it, scan it, and race back to the ship, or the record is lost with the species.
05
3D platformer · In development now
Explore the folklore of 1600s Ireland as a fairy just trying to get by, slowly learning how corrupt the world she was born into really is.
06
Third person adventure · 2026
Travel back to the moment ancient temples were built, then find and steal the artifacts inside before history catches up with you. A third person adventure about exploring the past while it is still standing.
02 · About
My work has taken me through 2D animation, film and television, theater, YouTube, editing, and music. Any medium that lets me tell the stories I keep dreaming about and carry a concept all the way to a finished, showable project. Games are where all of it finally comes together, and I love every stage of building one.
In Play Nice, Jason Schreier writes about Blizzard’s brutal development timelines and the value that held the place together: the game will be done when it’s done. They cared so much about what the finished thing would be that they were willing to sacrifice nearly everything else for it. That is the standard I’m building my life toward, every decision pointed at making great art.
Focus
Direction, game design, gameplay programming, animation
Background
2D animation, film & TV, theater, editing, music
Status
Open to collaborations & 2026 opportunities
Books that shaped the way I work