
PRODUCTION

LEAD PRODUCER, DEVELOPER, TECH ART
TOOLS USED: Unity, JIRA, Figma, Google Suite, GitHub, Blender, Discord, Trello
I worked across production, gameplay systems, and technical art to help define the project’s pipeline, gameplay architecture, and visual identity.
Pre-production planning and previs were organized in Trello before transitioning development to a custom-built Monday.com production board with automations, milestone tracking, and timeline planning to support milestone visibility and day-to-day execution.
I developed the modular trigger system that powers gameplay events and environmental interactions, in-game computer interactions, accessibility settings, and internal debug tools to support rapid iteration. I also established the game’s PSX-inspired rendering approach through custom shaders and post-processing stacks used to emulate PSX-style visuals while maintaining a dark atmosphere and gameplay readability. Additionally, I contributed to the narrative foundation of the project by writing environmental barks and lore, organizing narrative documentation, and helping define the game’s core narrative, story, and design pillars.















