Real-time strategy MMO in the Battle Dawn lineage. Designed the alliance economy and the tournament season system that became the game's core retention engine.
Games
Games shipped
Selected games designed and produced over 25+ years in the industry.
Live-ops-driven match-3 with a meta-progression layer. Led the product reset that doubled D30 retention and rebuilt the live-ops calendar from scratch.
First-person RPG with a procedural exploration system. Founded Deepmist to make it; the engine work outlasted the game and became the foundation for everything I built after.
Sixty-four-kilobyte intro for MOVEMENT'96. Hand-written x86 assembler, custom rasterizer, four-channel tracker music. Placed mid-pack and remains the work I'm most stubbornly proud of.
Cross-game social platform on Facebook at the height of the social-gaming wave. Co-founded the studio; reached millions of monthly users before exiting.
Squad-based strategy RPG with a procedurally-generated campaign map. Founded the studio to ship it; the game's failure taught me more about product than any of the wins did.
Digital adaptation of the Norse-mythology card game. Produced the cross-platform port and led the rules-engine spec; shipped on three platforms simultaneously.