Games made end to end, held to one vision.
Design, engineering, art, audio and narrative in one place, so the finished thing feels like it was made by people who agreed on something.
Games you can play right now.

Taken
A browser-native UFO horror survival game on a remote Montana farm. Work the land by day, survive escalating abduction encounters by night, across a procedural open world with full day/night and weather.

Shellbound
A turn-based 3D artillery battler in the spirit of Gunbound. Pick a mobile, read the wind, dial in angle and power, and blow chunks out of destructible terrain, against AI or 1v1 online.
Velocity GP
A WipEout-style anti-gravity racer in the browser, with procedural track generation, an original in-house soundtrack, and online leaderboards.
Our Solar System
A cinematic solar system with real orbital mechanics, hand-written GLSL planets and a spacecraft you can fly. Ships as a web app, a desktop build and a strategy game.
Eight disciplines, one team, one vision.
Full game creation
Design, engineering, art and audio under one roof, from the first prototype to a build you can actually ship.
Art direction
The look, the world, the visual language. Direction set early and every asset held to it, so the whole thing feels like one place instead of a moodboard that drifted.
Audio direction
Music, sound design and the mix. Sound is half of how a game feels, so it gets treated that way rather than bolted on in the last week.
Narrative and world-building
Story, lore and tone that give a player a reason to care past the first five minutes. Built into the design rather than written over the top afterwards.
Game and level design
Mechanics, systems and pacing. The moment-to-moment stuff that quietly decides whether anyone keeps playing once the novelty wears off.
Technical and engine work
Custom engines or established ones, shaders, tools, and the performance work that keeps it running well on the hardware people actually own.
VFX and technical art
Particles, shaders and the visual juice that makes an action feel good. The difference between a thing happening on screen and a thing landing.
Production and release
Scoping, scheduling, builds and store submission. The unglamorous work that gets a game out the door on time and in one piece.
Prototype, slice, production, polish.
Concept and direction
Pillars, a playable prototype, and the art and audio direction set early, so everyone is building toward the same picture instead of guessing.
Vertical slice
One slice of the game at final quality. Proof that it is fun, proof that it ships, and the bar everything after has to clear.
Production
Content, systems, art and audio at full scope, with playable builds the whole way through, so there are no surprises waiting at the end.
Polish and release
Performance, game feel, and the hundred small things that separate finished from done. Then store submission and launch.
Strictly a portfolio, for now.
I'm not taking on client work right now, so this site is just here to show what's been built. The full portfolio has games you can play, products you can use and the stories behind the bigger systems.