
At heart, I’m a holistic game designer. I gravitate toward systems design, combat design, and game feel as interconnected layers that create immersion. I care deeply about how mechanics reinforce theme, how player agency emerges from systemic depth, and how moment-to-moment interaction supports the emotional arc of the experience. Whether building shooter sandboxes, progression systems, or encounter frameworks, my focus is always on marrying mechanics to meaning.
Alongside hands-on design, I collaborate closely with leadership, publishers, and cross-discipline teams to translate ambitious creative goals into clear, actionable direction. I also enjoy developing designers at every level and fostering teams that are both creatively bold and mechanically rigorous.

I hold a Bachelor’s degree in Games Programming, which informs my systems-first mindset and allows me to prototype ideas directly in-engine. Outside of PlaySide, I ran an indie team of 3 called FOREGONE, where we shipped DESYNC – a fast and expressive first-person shooter on PC – an extension of my long-standing interest in player-driven creativity and authored intensity.
I used to compete professionally in FPS games like WarSow, Counter-Strike: Source, Quake, Team Fortress 2, and Unreal Tournament. Within game development this has given me a sharp edge when creating challenging, deep, and highly replayable game systems.
Outside of game development I’ve written a couple of reviews for an Australian games magazine PCPowerplay, and have also written several articles for Australian critique website Sneaky Bastards on various stealth & tactics games.
Most importantly, this is my dog, Moya. She just turned 4 years old and is a princess of joy.


Feel free to reach out any time!

