Welcome!
I’m a game developer who’s passionate about building fun, immersive, and memorable experiences. With over 4 years in the industry, I’ve worked on everything from designing original game modes and expansions to programming UI, creating custom art and 3D models, and diving into R&D to keep things fresh and engaging.
Most recently, I was part of the team behind MineVille, one of the six featured Minecraft servers officially partnered with Microsoft. I had the chance to develop new game modes, deliver content updates, and help shape the visual and interactive style of the platform — all with the goal of making the player experience the best it can be.
I come from a background in Simulation Science, Animation, and Game Development and Cyber Security, and I love blending creativity with technical problem-solving. Whether I’m building systems from scratch or collaborating with a team to polish gameplay mechanics, I’m all about crafting projects that players love.
On this site, you’ll also find a few dedicated tabs: one showcasing my latest work in Minecraft, another featuring my Portfolio across different disciplines and fun side projects, and a final tab where you can download my Resume for a closer look at my experience.

Prison
Implemetned 3 years of updates and expansions including seasonal system, season pass, boss fights, new mines, all art and models for season armors, new UI system, and 20+ purchasables attributing to Prison becoming the most popular gamemode in terms of player count and revenue.



Skyblock
I spearheaded major expansions for this gamemode, including the fan-favorite Sky Cavern Update, which introduced unique boss battles and exclusive gear that gave players fresh goals to grind for.
I led the implementation of all additional updates — from redstone systems and minecarts to quality-of-life improvements, the Battle Tower, and full integration of core Minecraft mechanics.
Every feature was designed to deepen progression, enhance co-op play, and keep the Skyblock experience dynamic and rewarding.





Farming Simulator
I single-handedly designed and developed this gamemode from the ground up, creating a full new farming experience within Minecraft.
This included implementing core systems like crop growth, animal farming, fishing, and mining — all built with performance and scalability in mind.
I also researched and developed methods for integrating custom block models, allowing for non-vanilla assets that enhanced visual variety and immersion.
The result was a dynamic, optimized gameplay loop that felt both familiar and fresh to players.
Dungeon Simulator
As my first major assignment on the server, I was tasked with completely rebuilding the Dungeon Simulator gamemode from the ground up.
What started as a basic dungeon crawler was transformed into a deep, progression-based experience that gave players a reason to return, grind, and improve.
I designed and implemented a full stat progression system, allowing players to level up and prestige attributes that enhanced their performance across dungeon runs.
I also created a wide variety of unique items and rewards, each with special mechanics to add variety and strategic depth to gameplay.
Boss encounters were reimagined with custom mechanics and behaviors, making each battle feel distinct and rewarding.
In addition to gameplay systems, I researched and developed custom UI features to better support progression tracking, item interaction, and stat management.
I focused heavily on the overall player experience — ensuring there were clear goals, satisfying feedback loops, and a natural sense of growth.




Cookcraft
Expanded the gameplay with a dynamic restaurant customization system, allowing players to design their space using a wide range of furniture, decorations, and custom block styles.
Developed an intuitive placement system that empowered full creative control, making each restaurant feel unique.
Also introduced a brand-new cooking and crafting system featuring hundreds of new items, detailed tutorials, and an expanded recipe catalog to keep players engaged and experimenting.

Portfolio

Finite State Machine
Demonstration of different animations using a finite state machine.
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Abstract Factory
Use of the decorator pattern to modify a rifle built with the abstract factory pattern.
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Dependency Injection
Driving multiple plane objects using an injected dependency controller system.
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Spatial Partitioning
Optimized entity tracking and updates using spatial partitioning techniques.
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Flocking/Separation
Blended steering behaviors: flocking, separation, and obstacle avoidance.
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Tactical Pathfinding
Pathfinding with terrain-based cost evaluation to avoid muddy areas.
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