Founded and directed an indie RPG in Unreal, setting the creative vision and product direction across core systems (combat, progression, onboarding), UI/UX, and narrative cohesion
Produced pre-production artifacts (GDD, UX flows, feature briefs, art/narrative bibles) to define scope, priorities, and quality standards for internal work and external studios
Led outsourced development collaboration by writing implementation-ready specs, running structured reviews, and managing iteration to keep delivery aligned to vision and constraints
Designed and validated the player experience through prototyping in Blueprints (where applicable), rapid iteration and playtest-driven decisions (combat feel, progression, onboarding, HUD)
Built scalable UI/UX foundations (IA, interaction patterns, accessibility-minded conventions) to support future content growth and consistent design across the game