Operational Doctrine // Tactical Architecture
There is no universal one-size-fits-all production pipeline. Every project environment is a unique ecosystem. My role as an Operations Architect is to map the specific psychological and technical needs of individual contributors, strip away corporate friction, and design a bespoke framework that aligns IC success with the macro objective.
// CLASSIFIED INTEL //
Kosma Co Games
Co-Development • 30+ ICs • Procedure Architecture
Project Intel A co-development hub where I established the operational baseline. Starting as Founding Producer before transitioning to an Executive Advisor role, I codified procedures and synchronized 30 cross-disciplinary individual contributors across multiple in-flight titles.
Sanctorum Alpha Sanctorum Beta
Sanctorum
Grid-Based CCG • Executive Producer & President
Project Intel A startup operation reviving a dormant 90s IP. Acting as President and Executive Producer, I drove funding, game design, and community strategy, even handling UI/UX CSS implementation, to transplant the original game's soul into a modernized framework.
HeelRaiser Gameplay HeelRaiser Concept
HeelRaiser
Action Puzzle • 1-Month Jam • Team of 22
Project Intel A high-mobility puzzle prototype built under a strict 1-month deadline. I managed a 22-person roster by directly leading a strike team of 7 leads to execute mechanics spanning rail-grinding, building-scaling, and momentum-based combat.
BeanBlock Gameplay BeanBlock Concept
BeanBlock
Spatial Puzzle • 2-Week Jam • Mentorship
Project Intel A spatial puzzle project developed over a 2-week jam. I scaled the team to 7 developers while actively mentoring a high school student through their first deployment as Lead Game Designer to build a Tetris-meets-traversal hybrid.
Out Of Breath Interface Out Of Breath Systems
Out Of Breath
Space Survival Simulator • Godot • Passive Dev
Project Intel A spaceship management survival simulator built in Godot. Designed as a low-friction, passive project, I united a team of first-time engine users, proving that a sustainable pipeline can accommodate busy lives without sacrificing momentum.
Touch Grass Gameplay Touch Grass Map
Touch Grass
Survival Evasion • Solo Developer • 9-Day Jam
Project Intel A 9-day solo deployment designed to build frontline empathy for ICs. An evasion survival game featuring dynamic music and scaling spawn rates, where the core loop revolves around dodging conversational NPCs to survive outside your home.
IC Empathy Protocol // Solo Engine Training
Godot • Self-Directed Training • Ongoing
To mitigate blind spots in pipeline architecture, I am actively building a solo game in Godot. This exposure maps developer friction points, ensuring my operational leadership is rooted in technical empathy rather than theory.
ASGC Mentor ASGC Advisor
Industry Stewardship // ASGC Engagement
Career Mentor • Reviewer • Interviewer
The Impact As a volunteer Career Mentor for Always Supporting the Games Community, I provide high-fidelity guidance to emerging professionals. My focus is on refining tactical portfolios and developing the operational mindset required to thrive in high-pressure studio environments.