Gameplay & Technical Designer
I design deep player mechanics and worlds, program combat and procedural generation systems, and utilize these skills to create engaging gameplay loops.
Skills and Specializations
Design
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Procedural Generation
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Game Rules
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Character Controls
- Combat Mechanics
Programming
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Unity, C# Scripting
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C++ Game Programming
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Parallel Computer Architecture
Castle Fractal
Early Access Release
Castle Fractal is a top-down action roguelite where the player defeats monsters and picks up weapons to progress through rooms and aim for a high score.
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Throughout development, I released two prototypes to playtest combat mechanics such as enemy behavior and weapon abilities.
Development Info
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Duration: Sep 2021-Present
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Combat Prototype 01: Nov 2022-Jan 2023
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Combat Prototype 02: Nov 2023-May 2024
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Early Access Release: May-Nov 2024
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Projected Full Release: December 2025
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Game Engine: Unity
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Scripting Language: C#
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Design Document: Google Docs
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Version Control: GitHub
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User Interface: Google Drawings
Contribution Highlights
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Designed and scripted:
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Player movement and controls
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Combat mechanics (character health, hitbox interactions)
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5 Weapon Types and 36 Weapon Abilities
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10 Enemies and 3 Bosses (movement and attack behavior, score values)
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Procedural Room Generation
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Leading a five-person team in developing the audiovisual identity of the game.
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Implemented feedback from more than 10 playtesters across 2 Combat Prototypes.
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Founded Hatfelt LLC for business and distribution purposes.
Dashteroids
Dashteroids is an action arcade game, where the player chains dashes through asteroids to earn points and extend their time. The game features score-attack and battle modes.
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This project began development in the "Experimental Game Design" course at Carnegie Mellon University, in Spring 2025, and later presented at the Game Creation Society Spring Release that semester.
Development Info
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Duration: Jan-Feb, April-May 2025
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Game Engine: Unity
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Scripting Language: C#
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Design Document: Microsoft Whiteboard
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Version Control: GitHub
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Music: MuseScore, Audacity
Contribution Highlights
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Designed and scripted:
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Dash controls, mechanics, and physics
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Asteroid procedural generation
- Score Attack rules and system, including time bonus multiplier
- Arena Battle rules and ship interactions
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Composed five songs and modified a provided sound library
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Unmute for Music!
Zero-Gunslinger
Prototype
Zero-Gunslinger is a 2.5D platformer prototype. The player needs to navigate the game world using the AXI-Shot to change gravity, collecting Star Keys along the way to clear the stage.
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This project was developed in the "Intro to Unity Game Engine" course at Carnegie Mellon University, in Fall 2023.
Development Info
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Duration: Oct-Dec 2023
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Game Engine: Unity
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Scripting Language: C#
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Version Control: GitHub
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Level Planning: Microsoft Whiteboard
Contribution Highlights
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Designed and scripted:
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Player movement and controls
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AXI-Shot
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Star Key Collection
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Moving Platform Mechanics
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Planned out and implemented the test stage
Jurassic Park Booth
The Jurassic Park Booth was an escape room-style attraction created for CMU's 2025 Spring Carnival, as a collaboration between the Theme Park Engineering and Sustainable Earth groups.
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Players were tasked with scanning objects and flipping switches to restore emergency systems. Our attraction won 1st place against over 20 teams.
Development Info
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Duration: April 2025
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Game Engine: Unity
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Scripting Language: C#
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Version Control: GitHub
Contribution Highlights
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Programmed UI functionality:
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Progress Bar and Scan Log in Phase 1
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Circuit Board in Phase 2
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These scripts were written for use by other developers, including the UI artist and game logic programmer.

