Point me at the problem.
I build, ship and run games. Design, live ops, ad creative, teams and AI-powered production, whatever the problem needs.
Push your luck through my career. Roll to go deeper, bank to keep your stash.
a year: the business Solitaire TriPeaks grew into
shipped and market-tested in 2026
from idea to a full released game, today
lowest CPI on prototype ads I made myself with AI tools
Six games.
One big shift.
Word Snap! Merge showed one designer with the right AI tools could take a game from prototype to soft launch in six weeks. It became one of the first models for how the studio would rework its processes with AI. The tools have moved fast since: today I release full games in three to four weeks.

Book Sort
Feed hungry monster books by sorting a messy library into matching categories.

Book Solitaire Associations
Solitaire meets word association: stack word and picture cards into their categories.

Word Stars Associations
Build constellations of linked words, then work out the mystery star at the center.

Sugar Sort
A sweets sorting puzzle: pop the bubbles, match treats in threes and fill a gallery of desserts.

Word Mystery
A detective word search: every word you find uncovers evidence until you can name the culprit.
Problems solved.
Make the ads and the store page in-house, fast
$1.25 lowest CPI on prototype ads I made with AI tools. Made the video ads, HTML5 playables and store art for ten games over two years with AI tools, fast enough to test a game in weeks instead of months.

A Bond game, a year in, needing a new direction
2 chapters added after the reset. Joined a year in, cut what didn't work, and built the level-by-level roadmap that realigned MGM, senior staff and the external studio.

Prototype to flagship
$100M+ annual business. Helped scale Solitaire TriPeaks into a $100M+ annual business, leading feature design, monetization and live ops.

Inherited, unfinished, new engine
Cover of Fangoria #295. Designed the boss encounters, Splatterkills and much of the final act of a game the team took over mid-production.

What can ten people do on mobile?
Editors' Choice from Apple, and App Store Best of 2013. Mechanics, levels, economy, story and cutscene storyboards for a 2013 Apple Editors' Choice, plus the voice of the villain.

Temple Raiders
One decision, every roll: bank it, or push your luck. The toy at the top of this page is a pocket version.
- Started from the decision, not the theme. The player sets their own risk and session length.
- Borrowed proven DNA, added one new tension. Dice, board and team events onboard instantly; the bank-or-push choice makes it different.
- Balanced with math, not vibes. Trap density tuned so a full greed run reaches the vault about half the time.
- Built for live ops. Multi-day team event, a leaderboard, and monetization at moments that rescue the player's investment.


Tools of the trade.
Point me at a problem and I'll bring whatever it needs, with the judgment to know which.
Game & systems design
Core loops, levels, progression and the systems that hold them together.
Economy & live ops
Rewards, stores and events, read from data and tuned weekly.
Ad creative & UA
Concepts, storyboards, video ads and playables, tested against real CPIs.
Team leadership
Leading design teams and aligning studios, partners and IP holders.
AI production
Custom agent skills do the routine work, so people do the judgment.



