Tabletop & More
Firewall (Sole Artist/Creator, 2019)

Be the last player standing against the virus in this competitive tabletop game!
Read the design document!
Rules pamphlet 1
Rules pamphlet 2
The Game: - In the physical card game Firewall, you are the code in a computer being attacked by a virus. Each player has a card that acts as a pixel fabricator/base. Players create a defensive firewall by combining different pixel art cards. The pixel art is encoded with anti-virus software. The game ends when the virus has consumed all but one player. ​​ - This labor of love was a student project. I used the web app Piskel to create all the art and Adobe Illustrator to create the card backs and arrange the cards for printing; then, I had everything cut and laminated on campus. It was made in five weeks, much of which was systems analysis and iteration, during the Fall of 2019 and I am its sole creator.
Slime Rancher: The Virtual Card Game (Systems Designer, 2021)

A virtual tabletop adaptation of Slime Rancher playable for free within playingcards.io.
Final systems adaptation analysis (rules document within).
Video tutorial!
The Game: - This is a deep systems analysis/reconstruction of the game Slime Rancher by Monomi Park. It is played in the web app playingcards.io, which came with a great many restrictions. Despite its rough edges, the game was fully playable and very fun. Unfortunately, the game board has since been purged by the site's servers. ​ - This game was a student project. It was made in four weeks during the Winter of 2021 by a team of six. Through much playtesting and iteration, we settled on the concept and mechanics as a team.​ My Role: - Worked with the team throughout the duration of the project to refine every facet of the game via rigorous playtesting and myriad technical difficulties. - Uploaded and labeled many of the game board's visual assets. - Held my own playtests and recorded our group's final playtest. - Acted as the visual aid and host for the video tutorial.
Axis Lost (3D Puzzle and Narrative Designer, 2022)
Escape a ruined research station in this mind-bending, recursive demo.
View our process! (Mouse/arrow keys to control presentation)
Play my Twine prototype!
Download the demo here!
The Game: - In Axis Lost, you play as a scientist trapped in a desolate research station deep in space with a gravity and space-altering alien artifact. Every time you try to leave, the artifact twists space, putting you back into the lab. You need to find a way to escape the facility or you will be trapped in the lab until you die. - This first-person, recursive escape room is a student project. It was made in two weeks during the Fall of 2022 in Unity. Through much paper prototyping and iteration, we settled on the concept and mechanics as a team. My Role: - Created the narrative basis for the game before taking input from others. ​- Created a copy of the entire game in Twine outlining the gravity puzzle details. ​- Helped test Mac deployment. ​- Had level design/aesthetic input. Lore: - The research station in Axis Lost is built into an asteroid. Its purpose is to observe a gravity and space-altering alien artifact. The six crewmates aboard it are missing and you need their datapads to access the escape pod, as the tablets are functionally black boxes and dog tags in one. Either everybody is present, or there's proof of their demise. While utilizing the artifact to help you gather the datapads, the button used to activate it becomes broken and you must now hotwire/reactivate it as the station becomes more gloomy and wretched due to the alien's presence.​ ​ Notes & Fun Facts: - It is up for debate whether you are sided with the science team or the alien. - One puzzle is RNG-dependent and can take either 10 seconds or 10 minutes to solve depending on where a specific rock falls when gravity is inverted, making the game unreliable for speedrunning. ​ Scope Creep: - The lore scraps within the game detailing incidents were originally going to take the shape of sticky notes. - I wanted to implement a skybox with an asteroid field to give the player the option to look out into the vastness of space and contemplate whether escape and salvation are really even possible when there are no hints of civilization outside the station. - I wanted the gravity button to invert on a rail and descend with the player, giving them some agency so we could then take it away by having the button be clawed to pieces by the alien after a certain number of datapads were collected. - We wanted to pose crew corpses in the hallways and elsewhere, but we would've had to increase the size of the space station to match one of our original visions.
Fog of Reason (Sole Writer/Creator, 2021)

A sci-fi/survival TTRPG that can be played online.
Rulebook
The Game: - In Fog of Reason, players trek across a desolate landscape, marred with a thick fog from which anything can appear on a given day. The game's focus is justification for random occurrences, trying to make sense of an alien landscape, no matter how much fate deigns to confuse you. Players work together, logging their adventures on their character sheets until they can come up with a fitting ending for the game. - This game was a student project. I used Google Slides to arrange the rulebook and tested the game with peers. It was made in three weeks during the Summer of 2021.
The Islands (2017)


The Islands aims to be a lengthy, dystopian comedy about two neighboring islands; one high-fantasy and one industry-future; made in RPGMaker MV.
The project is currently only playable for about three hours, but a pitch packet detailing the entire narrative structure of the game and much more exists.
Read the pitch!
Dungeons & Dragons Campaigns (Ongoing)

Pictured is the map I gave my players to keep them oriented during the Birth of Magic campaign.
I have been the author and Dungeon Master of six DnD 5e games over the course of the last seven years. Some lasted two weeks, some 5 months, and all were fleshed out to varying degrees. Given time, I could create worlds, mythologies, and countless pivotal characters for each one. If only there were infinite time...
They are as follows:
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Redemption of the Shadowlands: Travel to a tainted land full of mystery at the behest of a suit of animated armor.
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Journey to the Outer Rim: Using the Star Wars 5e ruleset, a team of Jedi and Clones go on a risky mission to a distant planet in order to interrupt the Separatist army's supply of BX-Commando Droids.
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Gettin' Sh*t Done in Gre'ned: Co-DMing this with a good friend as we led the DnD club at our high school, players prevented a cult from throwing the realm into chaos while participating in valuable team-building exercises.
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Anti-Co-op for the Jade Plate: An old Elven civilization is dying and its last conscious protector tasks you to find a way to restore it. A party of NPCs constantly opposing the players are also vying for the artifact so they can break a demon out of his human prison.
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Masters of Fate: A slave trade? Disturbing homebrew creatures? A mage colony with several layers of secrecy? Discover the truth behind the origin of the mysterious Old Master, your sensei and spiritual guide.
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The Birth of Magic: The king is dead! Avenge him and stop the plot of a diverse team of dragon riders from tearing apart an alternate-history Europe.
Vines (Pitch) (2021)

A fully scoped-out pitch to UCSC's Game Design & Art club for an original horror game.
(I did not make, nor do I own the art/examples used in the pitch.)
View it here!
(Tangled in) Vines was pitched as a first-person, PSX-style horror game. My game concept was not selected to be developed by the club, but I did get more than a handful of votes. Impressive, considering there were more than ten other pitches! The idea was later used as the basis for my capstone project.