A foundational, cinematic project designed as the initial Intellectual Property (IP) for a planned cross-platform product ecosystem. The project’s core focus is the delivery of a deep narrative through high-fidelity visual and written content.• Design Pillars: Emphasizes high-quality narrative sequencing (Cutscenes), robust story pacing, and the integration of compelling strategic systems.• Technical Strategy: Architecting systems for high-fidelity performance and scalability on multiple platforms.
Key Roles: Game Designer/Developer, Network Programmer, Economy Designer, UI/UX, CGI Animations. Tech: Unreal, C++, Rust, Blueprint, GIMP.
A narrative-driven adventure game where a dungeon exploration evolves into a mystery-solving quest. The project was managed through the full development lifecycle, from concept to retail delivery.
• Design Focus: Implementation of immersive level design (dungeons/overworld) and player-driven environmental storytelling.
• Technical Implementation: Architected core game mechanics and systems using Unity and C#, ensuring technical stability for release.
Key Roles: Game Designer/Developer, Unity, C#.
Open-Source TTRPG System Design Função: System Designer & Content Writer (Volunteer)
Contributed to the core rulebook of an open-source Tabletop RPG, focusing on itemization systems and environmental lore.
• System Design: Designed and balanced the complete Weapons Chapter, establishing damage formulas, rarity curves, and acquisition costs (Game Economy).
• Mechanics: Created new combat rules and item attributes to expand the game's tactical depth.
• Narrative Design: Authored the 'Magical Regions' section, defining rules for how environmental magic impacts character statistics (Ludonarrative consistency).
Role: Economy Designer, Meta-game
Dota 2 Workshop mods (2017 ~ 2019)
Role: Modder & Gameplay Scripter Tech Stack: Lua | Dota 2 Workshop Tools
Developed custom game modes using the Dota 2 Workshop authoring tools, focusing on gameplay logic and map creation.
• Lua Scripting: Programmed custom mechanics, enemy waves, and game rules using Lua, handling the logic behind the game modes.
• Level Design: Built and balanced maps using the integrated level editor, managing terrain layout and entity placement for Solo and Co-op experiences.
• Community: Published mods to the Steam Workshop to test gameplay concepts with the community.
Refuge War (2008) - Unreleased
Role: Lead Programmer & Engine Architect Tech Stack: C++ | OGRE 3D | Subversion (SVN)
A technical prototype for an Online Multiplayer RPG (MMO) developed on a custom framework using the OGRE 3D rendering engine.
• Engine Architecture: Engineered the core game loop, memory management systems, and character controllers using raw C++, integrating artistic assets directly into the rendering pipeline.
• Networking: Implemented the client-server architecture required for multiplayer interactions, handling data synchronization and latency management.
• Scope Management: Defined the technical scope and visual direction, managing a rotating team of contributors and maintaining code integrity via Subversion.
• Legacy: served as a foundational laboratory for advanced game engineering concepts.

Pactum Shard (2005)
C# Scripting & Server Administration• Managed and customized private game servers using RunUO (C# based). Implemented custom mechanics, handled database integration, and managed community interactions. This early exposure to C# laid the groundwork for my current software engineering capabilities.