I’m a gameplay systems and cinematic designer working at the intersection of interactive storytelling and performance-driven digital worlds.
Creating experiences where physical performance, player agency, and cinematic language come together is what drives my work.
I’ve directed mocap–driven combat in Off Track Ronins and Oath and Shadow, translating real-world weight and intent into believable digital performance inside Unreal Engine 5. On the game design side, I’ve built survival and environmental combat systems for projects like the FPS Last Sonata and Apocalypse Guardian, focusing on responsive mechanics and game feel that put player input at the center of the experience.
My work spans real-time cinematics, performance capture pipelines, and gameplay systems design, with hands-on experience in OptiTrack motion capture, MetaHuman retargeting, Control Rig workflows, and Unreal Engine production. I’m always eager to learn new skills and take on fresh creative challenges.