Game design résumé
Full Sail student focused on how combat rules, progression and resources shape player choices. My work combines economy analysis, simulation-supported balance decisions and implemented Unreal mechanics, with a firm foundation in C++ and Python and a firm understanding of Unreal Engine.
Download PDF résuméSkills
- Systems & economy design
- Combat balancing
- Progression & reward loops
- Unreal Engine
- C++
- Python
- Gameplay prototyping
- Block-mesh level design
- IPM pacing & player guidance
- Git / Perforce revision control
- Agile / Scrum
- Sprint planning & stand-ups
- ClickUp
- Figma / FigJam
- Excel / Google Sheets
- Spreadsheet formulas & functions
- KPI & funnel analysis
- Player segmentation
- Playtesting & bug reporting
- Iterative development
- Build packaging
- Game design documentation
- Flowcharts & level planning
- Telemetry planning
- UI/UX prototyping
- Usability testing
- State machines & game AI
- MATLAB
- Probability simulation
- Data visualization
Selected projects
Inside Clash Royale's Economy
Independent analysis | August-September 2026
- Examined how reward flows and Gold upgrade costs affect progression and the freedom to experiment, using dated account observations and official sources.
- Proposed a controlled test of recurring free Gold, separating the recommendation from measured player outcomes. Research and presentation assisted by AI.
Fast Taunt Rework
Combat-design case study | Generic simulation module | 2026
- Directed a focused damage adjustment that preserved speed, targeting and taunts while restoring answers from damage specialists.
- The reactivation study moved from 8 wins in 8 oriented DPS duels to 4 in 8; September 8 baseline data confirms the selected result.
Tile-Based Puzzle Game
Individual coursework project | Unreal Engine 5 | March 2026
- Built the Phasing Power-Up, implemented and extended a classmate's Directional Force Tile specification, and integrated them in puzzle levels.
- Used ClickUp plans and successive sprints to build, improve and refine the individual project.
Scraps - Block-Mesh Level
Full Sail coursework | Unreal Engine 5 | April 2026
- Designed a breaker-based arctic facility level with introduction, practice and mastery sequences, supported by a pitch, flow planning and successive block-mesh passes.
Education
Full Sail University - B.S. Interactive Technology, Game Design concentration; expected August 2027.
Full Sail University - Associate degree completed July 2026.