Fighting games
Frame-accurate combat, hitbox tooling, combo systems, and netcode-friendly architecture.
Game Development
From a weekend prototype to a full release, I build games end-to-end: design, code, tooling, and the boring infrastructure that makes the fun parts possible.
A few examples — not a limit.
Frame-accurate combat, hitbox tooling, combo systems, and netcode-friendly architecture.
Lane logic, ability systems, matchmaking-ready scaffolding, and balanced champion kits.
Dialogue trees, quest systems, inventory, save/load, and open or zoned world design.
Tight controls, responsive feel, level tooling, and the kind of polish players actually notice.
Mechanic-first prototypes, level editors, and clean progression curves.
Lighting, sound design, AI behavior, and the slow-burn pacing that makes it land.
Pitch me the concept — even rough. I'll tell you honestly what it'd take.