work.
//unreal engine / vr
Led end-to-end development of Flawless Abbey, directing a cross-functional team from concept to launch. Defined technical and architectural vision, streamlined pipelines, and delivered immersive gameplay on time and on budget.
Contributing to development of the open-source Mountea Framework, helping team to build extensible Unreal Engine tools like interaction and dialogue systems to simplify game workflows and empower creators.
Delivered 6 multiplayer VR projects to enterprise clients, from prototype to sign-off. Built core gameplay systems, shipped 25+ features, and collaborated across 120+ global team members to meet tight delivery timelines.
Helped with architecture for GAS-driven gameplay and colocation networking in VR hackathon project Arcaeneum. Delivered UI, added multiplayer features, and boosted stability by resolving issues and guiding iteration.
//gamedev / gamedesign / modding
Optimized performance and resolved critical bottlenecks for The Witcher series, delivering stable patch releases and new gameplay features in a AAA production environment with cross-functional teams.
Developed a Pico-8 visual novel exploring fragmented memories and frozen pathways. Crafted branching narrative and exploration within strict 128×128, 16-color limits, using minimalist visuals and tight storytelling to evoke emotional depth.
Delivered an interactive AR experience with UE on deforestation, translating expert insight into choice-driven simulations. Enabled users to see real-time impact of decisions while optimizing UX for cross-platform reach.
Co-created and shipped a gameplay mod for Caves of Qud, enhancing systems and worldbuilding. Iterated through community feedback to deliver a stable, player-driven experience and deepen game design expertise.
//creative tech / hardware
Co-founded PAIKKA, a cross-disciplinary creator platform and built its 3d website. Secured multiple EU-funded residencies, organized 14 sold-out events, grew a 1K+ community, and built transparent, creator-first funding and collaboration models.
Taught a 4-day Sound Hacking electronics workshop and built an Arduino motion-triggered stage installation for a touring theatre production, delivering interactive, reliable hardware systems.
Led a week-long inclusive AR exhibition, building a web-based platform that helped people with special needs reconnect with assistive devices through interactive 3D and real-world recognition, optimized for accessibility.
Performed live visual coding sessions, creating complex real-time visuals in front of audiences. Adapted on-the-fly to challenges, refined work through live feedback, and hoested workshops to teach artists and devs.