
About Me
Co-Founder and CEO of Sword&Scribe Games, leading the development of Cordivis from concept to playable prototype.
Experienced in:
Production Management
Systems Iteration
narrative design and worldbuilding
Skilled at coordinating cross-functional teams, problem-solving under constraints, and delivering playable systems for alpha testing.
Character Sheet Production
Lead Producer
Led development of playable character sheets integrating narrative, mechanics, and art.
Coordinated with an external designer
Enabled structured alpha playtesting and player onboarding
Demonstrates: Prototype Delivery, Cross-Functional Collaboration
Karma System
Lead Producer
Designed dynamic morality-based gameplay system
Iterated for clarity and accessibility
Aligned mechanics with narrative impact

I'm a Co-Founder, CEO, and Lead Game Producer building an original TTRPG, Cordivis, under Sword&Scribe Games. My work sits at the intersection of creative vision and execution, taking ideas from early concept through structured systems, iteration, and playable prototypes.
I specialize in end-to-end production for narrative driven games, including worldbuilding, mechanics design, and systems refinement. I've led the development of core gameplay systems, such as the Cordivis Karma system and spell mechanics, iterating on complexity and usability to create a more intuitive and engaging player experience. My focus is always on building systems that are not only creative, but playable, scalable, and aligned with the overall vision of the game.
As a producer, I'm deeply collaborative. I work closely with my co-founder on narrative and story design, coordinate with external design support for key assets like character sheets, and prepped materials for structured playtesting. I value feedback and iteration, and I approach development as an evolving process, one that improves through testing, refinement, and strong communication.
Alongside my work in games, I bring a background in high-level operations and client management, having managed multimillion-dollar portfolios in SaaS and consumer tech. That experience shaped my ability to navigate ambiguity, manage priorities, and deliver results under pressure, which I now apply directly to game production.
What drives me is the opportunity to build something meaningful from the ground up, whether that's a system, a world, or a team. I'm especially interested in roles where i can contribute to game production, system design, and cross-functional collaboration helping bring ambitious ideas to life in a structured and impactful way.
I lead the development of a beginner-friendly, narratively streamlined character sheet for Cordivis, designed to make core mechanics intuitive while supporting immersive roleplay. The goal was to create a system that allows players to easily track essential gameplay elements while staying engaged with the story and world. This is not unlike other TTRPG character sheets, but we have attempted to make the rules for character creation easier for follow.
The character sheet was structured to balance clarity, usability, and depth, ensuring that both new and experienced players can quickly understand and interact with the game.
7 Attributes defining character capabilities and playstyle
13 Skills supporting diverse interactions and progression
Karma System (Hourglass): a visual morality compass influencing player outcomes and world interactions
Leveling & Progression Tracking integrated into the main sheet
Passive Awareness for environmental and narrative responsiveness
Inventory Management for equipment and resources
Character Description & Bio to support narrative immersion
Spell System on a separate page for clarity and expanded game play

The Karma System is a central mechanic, acting as both a reflection of player decisions and a dynamic influence on how the world responds. It was intentionally designed to be immediately readable and integrated directly into the character sheet to reinforce its importance during gameplay.
As Lead Producer, I defined the functional requirements and layout priorities, ensuring alignment between mechanics, narrative intent, and usability. I collaborated with a design consultant to refine the visual layout and iterated on structure and clarity to prepare the sheet for alpha playtesting.
This work demonstrates my ability to translate complex systems into intuitive, player-facing tools, balancing design, usability, and production execution.