Why a playable portfolio instead of a normal website?
I wanted to standout from normal portfolios using the things that express myself into what I love.
What got you into making games?
Since I was a kid, I used to wonder 'how are these games made?' I portrayed them as the cool thing I wanted to make. So I grew up, learned to code, and the first project I built was a 2D game!
What's your favorite project you've worked on?
This portfolio, honestly. It's the best thing I've built and it's wrapped in my favorite theme, the PS2. You even play a game to learn who I am, just like booting up a PS2.
Are you available for full-time roles or freelance?
I'm currently finishing my degree at ASU, so I'm primarily open to freelance work, contracts, or internships that fit my schedule.
Do you participate in Game Jams?
Absolutely. I love the constraints of game jams. They force quick decision-making and ruthless scope management.
How do you go from idea to playable prototype?
Fast and rough. I block out the core mechanic first with placeholder art, get it playable, then judge if it's actually fun before investing in anything else.
How do you handle feature creep or changing deadlines?
I prototype the core loop first. If a new feature doesn't directly support that core experience, it gets cut or pushed to a post-launch backlog.
How do you handle design feedback you disagree with?
I test it. Game design is about the player experience, not my ego. If playtesting proves the feedback improves the game, I implement it.