

Current
Works
Sepulqer
Sepulqer is an atmospheric horror RPG developed in Unreal Engine 5 that explores themes of grief, memory, and the unknown through immersive environmental storytelling and exploration. Set within a haunting Gothic world, the project emphasizes mood, visual composition, and player immersion, blending atmospheric environments with interactive gameplay systems to create a suspenseful and memorable experience.
As the sole developer, I directed the project's creative vision while implementing gameplay systems with Blueprint visual scripting, assembling and refining environments, integrating assets and visual effects, composing the original musical score, and solving technical challenges throughout the development process.
Limerence
Limerence is an original wearable art collection created for North Carolina State University's Art2Wear runway show, exploring the emotional intensity of infatuation through silhouette, texture, and color. The collection translates abstract emotions into wearable forms, blending fashion design with visual storytelling to create an expressive and immersive runway experience.
As the collection's designer, I led the creative process from concept development through garment construction, developing the visual narrative, selecting materials, creating original designs, and refining each piece for presentation on the runway. The project strengthened my skills in creative direction, iterative design, craftsmanship, and translating conceptual ideas into cohesive visual experiences.
Hollow Promises
Hollow Promises is a collaborative murder mystery game developed in Unreal Engine 5 for the Tilt Five mixed reality platform. Set in the 1920s, players investigate a suspicious death by exploring the environment, uncovering clues, and piecing together character motives to solve the mystery. The project combines immersive storytelling with mixed reality gameplay to create an engaging investigative experience.
As part of a three-person development team, I established the environmental concept and visual direction, created MetaHuman characters, designed custom garments using Style3D with Unreal Engine Chaos Cloth simulation, wrote the game's narrative and character backstories, developed the interactive clue system, managed project documentation, and troubleshot GitHub workflows and Tilt Five integration throughout development.
