
I'm a solo developer who's been building games before 2000. My first release, Tears of Betrayal (2005), taught me a lot about what makes games engaging, and what doesn't.
These days I focus on creating deep, systems-driven experiences where emergent gameplay takes center stage. I'm drawn to projects that challenge players to think, adapt, and find their own solutions. Whether it's ASCII aesthetics or modern graphics, the goal is always the same: mechanics that interact in unexpected ways, creating tension and stories through player decisions.
Currently, I'm working on Remnant Humanity, a real-time space salvage roguelike where you type commands to guide your crew through derelict ships. Every decision counts, every mission is different, and panic is always one mistake away.
More projects in development. Stay tuned.