I'm an indie games developer who thrives at the intersection of game design, art, and programming, and I jump at any
opportunity to challenge and improve my craft in those areas.
I'm proud to be a founding member of BellyUp Games,
an indie games studio developing the co-op, cave diving, 3D-platformer stardozing.
BellyUp Games also participated in the Game Grove Incubator,
an indie games accelerator program based in Santa Cruz. The Game Grove provided for me and my teammates some funding, along with many
opportunities to connect and mentor with industry professionals, develop healthy production rhythms, and travel (even as far as Seattle!)
to showcase at industry events.
Much of my free time revolves around my love of music. I've been playing guitar and bass for years, I have a burgeoning cd collection,
and I'm always listening to something while sewing, painting, or roller skating.
Eltanin is a physics-based puzzle game about arranging planets to guide a young star to his destined place in the cosmos.
Spanning over 37 levels, it has a heavy focus on mastering the subtleties of its physics systems, iterating on your path,
timing, and--above all--creativity.
Eltanin started with a game jam win, during the 2025 Uni Jam. With such a promising core gameplay loop and too many ideas
worth exploring to put it down, my teammates and I continued development as Studio Verdigris. As the Lead Designer and
Technical Artist for Eltanin, I took charge in designing our core gameplay systems and mechanics, concepting and iterating on the vast majority
of the game's levels, mocking up and implementing UI, and juicing up the game with animations, shaders, and particle effects.
Stardozing is an online multiplayer 'friendslop' game where you throw your friends around in a 3D platforming cave-diving adventure! It started as an entry into the
Unlikely Collaborators Game Jam, continued as a capstone project for UCSC, was greatly accelerated by the
Game Grove Incubator, and is now being developed under our new studio, BellyUp Games.
As a multiplayer game, stardozing has posed many new challenges and firsts for me. I'm our team's the Network Engineer, so I've put in a lot of research and development
time on our multiplayer implementation, which uses Fishnet and Steamworks. As a technical designer, I've also had my hand in prototyping and polishing core gameplay systems
and bringing us closer to our next major milestone: a playable demo. Finally, also serving as our technical artist, I've put in the time where I can to bring our alien planet
to life!
Together, we've showcased at game development events in Santa Cruz, Oakland, and Seattle--even taking second place at the
Big Indie Pitch, a pitching event at SLICE 2026. We're planning to attend gamescom 2026
and booth next at GDC 2027, so if you're there come say hi! If you want to know more, check out the
stardozing Instagram, our primary social for sharing development progress!
I’ll use this space to talk about what I did on the game, and how the process of making it went.
I might even I don’t know blah blah lorem ipsum you get it.
I could have some breaks so that some paragraphs look a little bigger. I’m just typing steam of
consciousness now, I’m currently with Uli in Coffeetopia typing on my laptop. Adrian is here too,
we’re having a lovely time I think. Adrian brought his and Uli’s in-ear monitors, which are really cool.
Anyways that’s all I wanted to say for this part, it’s just info on the game. Please like and
subscribe for more content.