Chthonic Caretaker: Body Disposal Life Sim
A night-work life sim about illegally burying supernatural bodies, managing investigators, and building a cemetery empire.
Game design architecture, storyline drafts, and interactive system mechanics.
A night-work life sim about illegally burying supernatural bodies, managing investigators, and building a cemetery empire.
Game design logic for handling raw extracted data, workstation management, GPU processing, and database storage.
Game design architecture detailing the systemic generation of NPCs, dynamic love styles, sanity mechanics, and the matchmaking simulation of a literal Cupid.
Game design logic for handling immersive deployment and extraction timers within POV 3.0's mission structure.
Hex-grid tower defense where soda ammunition types, pest ecology, and HFCS scarcity economics create layered tactical decisions.
Game design logic for handling non-diegetic pause states, multiplayer-aware UI, and Stargate-inspired extraction mechanics.
Game design logic for handling Time Trials, Checkpoints, and branching Target Practice activities.
Game design logic for handling weighted grid generation, anti-clustering algorithms, and payout evaluations in a virtual scratch-off lottery.
Game design logic for handling in-world diegetic tablets and UI state management.
Professional simulation design work: building no-code VR training sims for HVAC diagnostics, from LED state machines to ghost-asset blink hacks.
Game design logic for handling immersive player inventories, heavy items, and weapon controller integration.
Game design architecture detailing the punitive taxation, Kairos entropy buffer, and baseline equalization mechanics of the Numbers game.
Game design logic for diegetic wearable/tablet UI, faction AI, Opsive integration, the Nexus Portal, and tactical deployments in Project Longbow.
Game design logic for handling in-game economies, vendor markups, and physical delivery mechanics.
A tamagotchi-style soul-raising game with procedural creature generation, karmic debt, and PICK stat computation from care history.
Game design logic for handling immersive, physics-based data transfer, interruption penalties, and physical item states.
A hangman game where you guess letters by typing their ASCII binary representation, wrapped in a VoidOS boot sequence and decryption progression system.
Game design logic for handling UI transitions between physical player hubs and remote drone infiltrations.
Contributions to a 7-designer capstone zombie apocalypse top-down shooter: flashlight system, power breaker, modular quest state machine, and road level design.
A space station tech-janitor prototype exploring multi-resource drain systems, shield economics, and supernatural event pressure.