Golden Path: Reborn
- #6 / 101 overall
- #2 Best Gameplay
A roguelite puzzle game I have been developing for the past year, based on my 2021 solo game-jam entry.
Business Analyst Lead · Servant Leader · Builder
16+ years turning complex business needs into clear requirements, aligned stakeholders and shipped outcomes — as a servant leader fluent enough in tech to have a seat at both tables.
About
I've spent 16+ years where business and technology meet: gathering and documenting requirements, writing user stories, co-owning backlogs with product managers, and keeping stakeholders and delivery teams pointed at the same outcome. Along the way I picked up 10+ years of hands-on SQL, Qlik and ETL work — automating away hundreds of manual reports and hours of daily busywork.
I lead by serving: clearing blockers, asking the questions no one else asks, and making sure the people doing the work have what they need. I'm not the deepest specialist in the room — I'm the one who makes sure the specialists and the business understand each other.
Away from the backlog I run Surfing Seagull Games, my one-person indie studio. Building and shipping Unity prototypes keeps my tech fluency honest — I know what a sprint feels like from the inside.
The track record is in the CV — roles, systems, results.
The builder side
12+ Unity prototypes and game-jam entries, built solo or with small teams. This is how I stay close to how software is actually made.
A roguelite puzzle game I have been developing for the past year, based on my 2021 solo game-jam entry.
Game-jam entry built with two programmers and two designers. I owned the enemy systems (navigation, spawning, waves), the audio system, and contributed to game design.
A magical café where you brew potions for your customers in this cozy simulation, created in a jam with three developer friends. I built the brewing, recipes & ingredients, achievement and audio systems.
A mini action game created for a game jam, where it ranked first in the theme category: Running Out of Time.
Top-down 3D pizza-delivery game. Key systems: waypoint-based traffic with branching that reacts to its surroundings, and a delivery system with pickup, drop-off and time tracking.
A small action memory-puzzle game created for a game jam.
Airport Traffic Management — a prototype about unloading and loading airplanes. Systems to highlight: job queues, event-driven managers, level manager.
Factory-management prototype. Main components: grid system and factory in-process-out systems.
Herd sheep to target areas across several levels. Key systems: progress tracking, level manager, and navmesh-based movement controllers.
A 2017 prototype built with Unreal & C++. I programmed and integrated two custom puzzles into this first-person game.