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I am an intention-driven Encounter Designer enthusiastic about crafting compelling challenges that effectively teach game mechanics and inspire players to experiment with systems, ultimately allowing them to display their mastery. My primary experience comes from designing a turn-based roguelite, where I created, playtested, and balanced all enemy compositions and boss encounters. For that project, I used Unity, C#, Figma, and Google Sheets. I thrive in collaborative environments alongside other passionate creatives who welcome feedback and actively seek opportunities for shared learning.
Experience & Education
Institution: University of Washington
Degree/Program: Game Design
Status: Completed 2025
Capstone Project: Turn-Based Roguelite Video Game
Title: Department of Malicious Vagueness
The Goal: Deliver a playable Minimum Viable Product (MVP) with a focus on system integrity and calibrated difficulty curve
Your Specific Role: Served as Encounter Designer, focusing on designing and implementing enemies and the boss encounter
The Result/Impact: Designed and implemented an enemy roster whose unique mechanics and behaviors reinforced core narrative themes and advanced player skill progression. This culminated in a multi-phase boss encounter that successfully tested the player's mastery of all game systems.
Design Skills
Encounter & Combat Design
- Enemy Design
- Boss Design
- Balancing
- Mechanics Design
Core Design Thinking
- Systems Design
- Prototyping
- Player Flow / Experience
Environmental Context
- Level Design (2D)
- Narrative Design
Technical Skills
Game Engine & Prototyping
- Unity
- Visual Scripting
- Figma
Programming
- C#
- JavaScript(TypeScript)
- OOP
- Data Structures
- Design Patterns
- Debugging
Development Workflow
- Jira
- Git
- Agile/Scrum