Projects

About Me

Resume

Kawai’ian Isolation

A tragedy horror of forgoing identity.

Narrative Adventure Horror

Team: 30+ Devs, Burnt Out Games (8)

Duration: 1 Year (Jan - Sept 2025)

Tools: Unreal 5.3, Miro, Perforce, AWS, JavaScript, Google Workspace

Roles: Lead, Design, Programming

Steam

Project Description

Players explore Mayumi’s bittersweet memories of Kawai’i and lived-purgatory of Paradise, where she “glitches” to see the horrific truth of her best friend’s dream.

The project began in VGDC’s Pitch System with 30+ members for 2 quarter, was featured in UCI Z3 Games Expo 2024, and continued to be published on Steam by Burnt Out Games the following year.

Responsiblities

Technical Lead

Co-Lead: Directed 21-member cross-disciplinary team (Audio, Design, Programming, Writing) to create cohesive game-story experience product.

Technical Director: Managed Perforce AWS EC2 Server, documentation & protocol, production planning, and task scheduling.

Technical Producer: Created and used custom task and scheduling tools for production in Miro & Google Sheets.

Game Engineering

Systems Design: Create system diagrams to align programmers and scripters on feature dependencies and implementation priorities.

Tools Engineering: Engineered CSV-to-Wwise pipeline to automate dialogue and externalize VO authoring.

Gameplay Engineering: Scripted core gameplay features and levels in Blueprints, including interactive story scenes with actors, NPCs, dialogue, and events.

Narrative Design

Gameplay Design: Designed mechanics and levels to reinforce narrative themes and emotional beats.

Narrative Design: Outlined full game progression in Miro including story arcs, themes, and character development.

Writing: co-wrote dialogue, 56 script pages, character sheets, and custom character sheet template

Gallery

Projects

About Me

Resume

Kawai’ian Isolation

A tragedy horror of forgoing identity.

Narrative Adventure Horror

Team: 30+ Devs, Burnt Out Games (8)

Duration: 1 Year (Jan - Sept 2025)

Tools: Unreal 5.3, Miro, Perforce, AWS, JavaScript, Google Workspace

Roles: Lead, Design, Programming

Steam

Project Description

Players explore Mayumi’s bittersweet memories of Kawai’i and lived-purgatory of Paradise, where she “glitches” to see the horrific truth of her best friend’s dream.

The project began in VGDC’s Pitch System with 30+ members for 2 quarter, was featured in UCI Z3 Games Expo 2024, and continued to be published on Steam by Burnt Out Games the following year.

Responsiblities

Technical Lead

Co-Lead: Directed 21-member cross-disciplinary team (Audio, Design, Programming, Writing) to create cohesive game-story experience product.

Technical Director: Managed Perforce AWS EC2 Server, documentation & protocol, production planning, and task scheduling.

Technical Producer: Created and used custom task and scheduling tools for production in Miro & Google Sheets.

Game Engineering

Systems Design: Create system diagrams to align programmers and scripters on feature dependencies and implementation priorities.

Tools Engineering: Engineered CSV-to-Wwise pipeline to automate dialogue and externalize VO authoring.

Gameplay Engineering: Scripted core gameplay features and levels in Blueprints, including interactive story scenes with actors, NPCs, dialogue, and events.

Narrative Design

Gameplay Design: Designed mechanics and levels to reinforce narrative themes and emotional beats.

Narrative Design: Outlined full game progression in Miro including story arcs, themes, and character development.

Writing: co-wrote dialogue, 56 script pages, character sheets, and custom character sheet template

Gallery

Projects

About Me

Resume

Kawai’ian Isolation

A tragedy horror of forgoing identity.

Narrative Adventure Horror

Team: 30+ Devs, Burnt Out Games (8)

Duration: 1 Year (Jan - Sept 2025)

Tools: Unreal 5.3, Miro, Perforce, AWS, JavaScript, Google Workspace

Roles: Lead, Design, Programming

Steam

Project Description

Players explore Mayumi’s bittersweet memories of Kawai’i and lived-purgatory of Paradise, where she “glitches” to see the horrific truth of her best friend’s dream.

The project began in VGDC’s Pitch System with 30+ members for 2 quarter, was featured in UCI Z3 Games Expo 2024, and continued to be published on Steam by Burnt Out Games the following year.

Responsiblities

Technical Lead

Co-Lead: Directed 21-member cross-disciplinary team (Audio, Design, Programming, Writing) to create cohesive game-story experience product.

Technical Director: Managed Perforce AWS EC2 Server, documentation & protocol, production planning, and task scheduling.

Technical Producer: Created and used custom task and scheduling tools for production in Miro & Google Sheets.

Game Engineering

Systems Design: Create system diagrams to align programmers and scripters on feature dependencies and implementation priorities.

Tools Engineering: Engineered CSV-to-Wwise pipeline to automate dialogue and externalize VO authoring.

Gameplay Engineering: Scripted core gameplay features and levels in Blueprints, including interactive story scenes with actors, NPCs, dialogue, and events.

Narrative Design

Gameplay Design: Designed mechanics and levels to reinforce narrative themes and emotional beats.

Narrative Design: Outlined full game progression in Miro including story arcs, themes, and character development.

Writing: co-wrote dialogue, 56 script pages, character sheets, and custom character sheet template

Gallery