

My Role: Game Designer
Designed initial concept, established rules, directed art, created physical deck, and presented it at Gotland Game Conference.
Desired Discomfort
A competitive social card game focused on adding a bit of surprise, variety, and chaos into each participant's daily life to break the vicious daily routine.
To play, form a Clan of 2-6 players, schedule regular sessions, set and receive challenges to complete in-between sessions, meet up again to showcase your progress and earn points. Repeat until a predetermined amount of sessions have passed and crown the player with the highest score as the winner.
Presented at Gotland Game Conference 2019.


My Role: Game Designer
Designed initial concept, wrote rules, facilitated play tests, balanced mechanics, and directed art.
Seems Fishy
A easy to learn social bluffing card game that tests your memory and ability to bend the truth to your advantage.
Created as a part of the Futuregames 2 week board game design course (2020) where I designed and created a card game with an extensive set of restrictions alongside two classmates.
Towards the end of the class, we joined a massive Swedish Discord server for play testing board games and receiving feedback from industry professionals.



Team Size: 7
Year: 2018
System: D&D 5e
Role: Game Design intern
D&D: Armea
Created by the team at Dark Tower Games in Bellingham, WA. Armea is a world and experience built using the Dungeons and Dragons 5th Edition System.
In Armea, gods walk the earth and dragons span hundreds of miles. Classic swords and sorcery, and a nation of warlocks await.
Dark Tower's first season spanned two years, thousands of games, and spawned seven 12-hour world events featuring the simultaneous play of 50-80 players each.
Published on WorldAnvil:
My Role: Game Design Intern
As an Intern I contributed to non-player characters, creatures, and homebrew content.