Gameplay & Technical Designer
I liaison between the technical and the creative, designing engaging player mechanics and programming for ease of development.
Skills and Specializations
Design
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Procedural Generation
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Game Rules
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3Cs Development
- 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 dungeon crawler, where the player defeats monsters, and expands and manages their inventory to progress through rooms and aim for a high score.
Throughout development, I released two prototypes to playtest combat mechanics such as enemy behavior and weapon abilities.
Contribution Highlights
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: May 2026
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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
I'm serving as Director, Programmer, and Composer.
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Designed and scripted all gameplay, including:
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Player movement and controls
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Combat mechanics (character health, hitbox interactions, stat interactions)
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5 Weapon Types and 36 Weapon Abilities
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10 Enemies and 3 Bosses
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Procedural Room Generation
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Leading 4 other team members 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.



Cheese On a Roll
Cheese On a Roll is a 2.5D platformer, where the player plays as a roll of cheese, trying to reclaim their wine from the rats as fast as possible. By melting on stoves, the player can change forms to pass through grates and utilize Melty Specials.
This project was developed in "Computer Game Programming" course at Carnegie Mellon University, in Fall 2025, using instructor Jim McCann's proprietary base code, and was later presented at the Game Creation Society Fall Release that semester.
Development Info
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Duration: Oct-Dec. 2025
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Programming Language: C++
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Level Design: Virtual Graph Paper
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Frameworks: OpenGL, Node
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Music: MuseScore, Audacity
Contribution Highlights
I served as Design Lead on a team of four developers.
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Designed two levels and level info export script
- Designed and programmed player locomotion and abilities
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Rolling speed and jump physics
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Grapple swinging mechanics and controls
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Wall cling and jumping
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Developed block system for dynamic camera movement
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Composed overworld theme, and wrote script to support loop points in .wav files.
Orientation Quest is a campus alternate reality game, where first-years discover places, landmarks, and resources around campus to earn ScottyCoins. These ScottyCoins can be traded in for prizes such as CMU merchandise, novels, and Pittsburgh Connection Tickets.
This project was developed for Carnegie Mellon University's First-Year Orientation Program, and won the National Orientation Directors Association (NODA) Innovative Program Award in 2025.
Contribution Highlights
Carnegie Mellon University ARG
Orientation Quest
Development Info
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Duration: March-August 2025
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Partners: Carnegie Mellon University First-Year Orientation, ScottyLabs
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Design Document: Google Docs
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Players: 561
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Challenges Completed: 14860
I served as Game Director on a team of six developers.
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Created overall concept and gameplay loop
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Determined over 100 locations, landmarks, and resources important for incoming first-years to explore
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Partnered with over half a dozen campus partners to provide prizes for first-year players
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Provide future game directors with post-mortem document to ensure future success of the project.
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.
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
I was the sole developer on this project.
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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 scoring rules and time bonus multiplier
- Arena Battle rules and ship interactions
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Composed five songs and modified a provided sound library
Jurassic Park Booth
Development Info
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Duration: Dec 2024-April 2025
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Game Engine: Unity
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Scripting Language: C#
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Version Control: GitHub
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.
Players were tasked with scanning objects and flipping switches to restore emergency systems. Our attraction won 1st place against over 20 teams.
Contribution Highlights
I served as a Programmer and Designer in a team of >50 game developers and engineers.
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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.


