Game Designer · Software Engineer
Game designer who ships the code. I direct and write games, and I build the tools and systems they run on, currently at EA Maxis. My work has been recognized at Augmented World Expo, SIGGRAPH, and the Game Devs of Color Expo.
Featured work
Design and narrative proof: Egregore, Atrio. Engineering proof: Maxis, The Immersive Archive.
2 shotsSoftware Engineer · 2024 →
Building the tools and content pipeline behind The Sims: desktop apps in WPF/C#, web tooling in React/TypeScript, used daily by the Maxis dev team.
5 shotsCreative Director · USC MFA Thesis
A graph-based adventure mystery in modern-day Cairo. I directed a 20-person team and extended an open-source Unreal dialogue plugin in C++ into a custom graph-driven narrative system. Shipped on Steam, exhibited at Game Devs of Color Expo.
3 shotsTechnical Lead · AWE 2024 Best in Show
XR preservation research at USC's Mobile and Environmental Media Lab (MEML), recreating seminal VR works in Unity. Best in Show at AWE (Augmented World Expo) 2024, exhibited at SIGGRAPH 2023, published in IEEE.
2 shotsLead Writer · Shipped on Steam
Survival-automation game with narrative at its core. Designed the lore, dialogue system, and branching player-reactive story for a commercial Steam release.

Personal project · 2022
Driving game with a world-swapping radio. Built the core gameplay systems and narrative triggers from scratch in Unreal.
3 shotsPersonal project · 2023
Gaussian splatting experiment running in the browser, built with Three.js. A look at rendering photoreal captured spaces on the web.
I work across engineering, design, and narrative, and I see games across the finish line.
By day I'm a software engineer at EA Maxis, working on the toolchain behind The Sims creating tools for developers and Simmers alike.
Before EA, I was Creative Director on Egregore, my MFA thesis at USC's Advanced Games Program, one of 10 projects selected from 50+ pitches by a panel of industry veterans where I led 20+ students to develop a paranoia-fueled adventure in modern-day Cairo, now on Steam. I was the Technical Lead on The Immersive Archive, an XR preservation project that won Best in Show at AWE (Augmented World Expo) 2024 and Lead Writer on Atrio: The Dark Wild at IstoInc, a survival-meets-automation sim praised for its funny yet sincere story.
Background: BSc in Computer Science with a concentration in Game Development and an Embedded Certificate in Creative Writing (Calgary), MFA in Interactive Media (USC), and a stint in synthetic biology that left me biased toward systems thinking. I also teach Unreal Engine and game design at Circuit Stream.
An instructor spotlight on the path from synthetic biology to shipping games.
How competing in iGEM shaped my path to an MFA in Interactive Media.
Among Canada's most promising emerging tech and creative talent.
Picked up by a professional studio while still completing a degree.