I've always been drawn to games, not just as a player but as someone who needs to understand why they work. What makes a mechanic satisfying. Why a level guides you without you noticing. That obsession led me to ISART Digital in 2022, where I've been building that understanding ever since.
Along the way I've worked across very different contexts: Junior Game Designer at Gameloft, designing enemies and levels for a mobile action game. Lead Game Designer at Pletory, building a creature-raising fighter from scratch. A GDD and balancing systems for an RPG at Azer-T. And now in work-study at Homa Games, shipping live content every two weeks on a game played by millions.
Each context taught me something different about what good design actually means in practice, not in theory. I work best when I can go deep on a problem, prototype fast, and push ideas until they're either proven or killed. Team-driven, curious, hard to stop once started.
