Creative Director

A Frogger variant where you ferry cargo back and forth across an industrial canal that dies a little more with each crossing. The outbound trip is planning. The return trip is consequences. Every crossing poisons the river, and every return trip forces you through the wreckage you just made.

A text-based survival journey through hostile darkness. Walk forward one decision at a time — fight or flee, rest or press on, eat or save. Every step costs something. There is no going back. Death is frequent, fast, and instructive. A Souls game compressed into text.

NES Zelda-inspired top-down dungeon crawl. Sword combat, bomb puzzles, push-block mechanics, and a boss fight across 10 hand-crafted rooms. Enter, explore, solve, fight, claim the Triforce fragment.

Dark fantasy Donkey Kong platformer. A knight climbs a cursed tower dodging flaming skulls across 3 levels with distinct platform layouts. Weighty jumps, oppressive ambient drone, and a cathartic victory chord.

Side-scrolling cave-flyer with momentum-based helicopter physics. Fight gravity through hostile underground caverns, destroy turrets, and extract hostages. The cave is the boss -- combat is a complication.

Pentatonic puzzle with pencil marks and warm-lamp aesthetic. Digits mapped to a musical scale, group completions trigger harmonic chords, solving feels like finishing a piece of music.

Wolfenstein 3D-style raycasting FPS with DDA engine, procedural 16x16 dungeons, guard AI with patrol/chase/attack, hitscan pistol combat, key-locked doors, and 3 levels of escalating dread. Dark fantasy atmosphere with Morten Mai palette.

Tile-based RPG inspired by Ultima I. Explore a procedural overworld, delve dungeons, bump-to-attack combat, collect Gems of Power, and defeat Mondain. Turn-based with fog of war.