Making games — because they made me.
I had the privilege of growing up during the golden age of gaming — from Leatherneck on the Amiga to
Super Mario Land on the Game Boy, Zelda: A Link to the Past, Street Fighter II Turbo, Super Double Dragon,
and all the way up to the Wii U.
Later came the PC era: Warcraft, GTA, Max Payne — different worlds, same spark. And that spark never left.
When I started coding, I naturally focused on the things that mattered to me most as a player —
gameplay systems, AI behavior, script communication, game feel, and multiplayer.
I wanted to comprehend how games move, react, and feel alive.
I work with Linux as my primary OS (since 2018) and use the tools that get the job done:
- Godot — fast, open-source, team-friendly, fully cross-platform
- Unreal Engine — for scale, performance, and deep systems
- Unity — when the project fits the tool
I aim for clean, player-focused code — but fixing bugs is how I get closer to it.
I’ve learned more from breaking things and putting them back together than any tutorial ever taught me.
That’s the loop: build, break, learn, iterate.
I’ve taken part in game jams and worked with artists who already made beauty,
helping create an interactive version of it — something you can see, feel, and play.
I’m drawn to complexity — I see how everything is connected, communicates, and serves a larger design.
But I’ve had to learn — the hard way — that sometimes, the smallest system is the right one.
Still training myself to think simple, efficient, effective — and it shows, especially during game jams.
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#Like Goethe with a dev console