About Me
I'm a software engineer based in Melbourne, Australia. I thoroughly enjoy narrative-driven RPGs such as Final Fantasy series, Witcher, The Elder Scrolls series amongst many others.
In my down-time I am a solo game developer and work extensively with RPG Maker MZ. My work focuses on gameplay depth, emotional storytelling, and systems that do more than just look good on paper. I believe they should also function meaningfully.
I care about strong mechanics, thoughtful design, and stories that earn their place.
Current Project
I'm currently developing Twilight in Arcania, a fantasy RPG that leans into emotional complexity, grounded characters, and intelligent systems. Some of the custom features include:
๐ Dynamic Shop Systems
Merchant gold, per-item stock, and timed restocks. Shops that feel alive.
๐ง Memory-Aware Dialog System
Inspired by Witcher and Skyrim — NPCs "remember" what you said before.
๐ฐ Procedural Loot (With PRNG)
Fair and deterministic.
๐ Branching Narrative with Psychological Themes
Less "chosen one" tropes, more human storytelling.
โ๏ธ A Turn-Based Combat System That Doesn't Suck
Custom limit breaks, stagger mechanics, and tactical layering.
My goal is immersion, not bloat. Depth, not excess.
What I Offer Here
๐งฉ Advanced RPG Maker Plugins
Handcrafted tools made for devs who want more control, better balance, and real extensibility. All plugins are designed to be readable, documented, and built with flexibility in mind.
๐ฎ Devlogs + Behind-the-Scenes
Occasionally, I'll post insights into the systems I'm building — how they work, where they went wrong, and what I've learned.
๐ฅ Eventually: Game Demos and Releases
When Twilight in Arcania is ready for public feedback, this is where it'll live.
Tech Stack & Skills
RPG Maker MZ
JavaScript (my day job)
Deep understanding of RPG Maker MZ internals
Game design, writing, balance systems, event logic
Some familiarity with pixel art and UI workflows
Experience with GCP/AWS, web dev (React/Node), and automation scripting
Philosophy
If I build it, it's because I've used it. No padding. No bloat. If I release it, itโs because I believe it will help someone else build smarter, not harder.