I build the teams and the tech behind original games — from early Xbox prototypes to a founder-led studio shipping its own IP today. Console, PC, mobile, and VR/AR, end to end.
DISRUPTION is set in Nutropolis, a city that let machines run everything until a rogue faction turned on it. As director, I'm shaping the world, the combat, and the tone: drone warfare over flooded streets, heavy mech engagements, and a city that fights back. Every piece of art and every line of engineering on this project is mine — true solo development, start to finish.
Midnight Heist is a heist-map selector over a tactical stealth mini-game for Stake-Engine.com — pick a target, then sneak, distract, and dodge lasers to crack the vault before the alarm maxes out. Map, UI, and mini-game all AI-generated.
Walk The Planko is a pirate-themed Plinko variant for Stake-Engine.com — choose your waters, drop the doubloon, and watch it fall through an underwater peg board for a payout multiplier. World map, board, and bonus round all AI-generated.
Slice 4 Life drops a zombie apocalypse into the middle of the dinner rush. A three-person crew runs the delivery gauntlet together — one clearing the streets, one driving the cart, one keeping the ovens running — across PC, Mac, Xbox, and mobile in the same match.
Cops vs Aliens is a bodycam-shot sci-fi thriller set in Rosdalien, a hidden city beneath the New Mexico desert where three alien species have lived under human oversight since the Roswell incident. You play Officer John Busick, reassigned after his partner's murder, partnered against his will with Zenas — Rosdalien's first alien officer. A synthetic drug called Sugar is flooding the streets, and it traces straight back to the mayor's office.
Lost Boys Interactive is a remote-first studio delivering AAA work across PlayStation, Xbox, and PC. As Creative Director, I led creative on original IP pitches for major partners — including licensed prototype work on The Walking Dead and Warhammer 40,000 — and built playable prototypes powered by next-generation AI dialogue systems, pushing how far interactive storytelling could go on client engagements. Most of that work stays behind an NDA, so the shots below are the studio's own, not shipped-title captures — the licensed IP itself isn't reproduced here.
Creative direction on an original interactive pitch built inside AMC's Walking Dead universe — survival-driven narrative design and a companion AI dialogue prototype for branching player choice.
Creative direction on an original pitch set in the Warhammer 40K universe — tone, combat framing, and world presentation built to match the scale and grit of Games Workshop's IP.
Meez was one of the earliest "Metaverse 1.0" social platforms — a browser-based virtual world where users built a 3D avatar and carried it across chat, blogs, and IM profiles. At its peak it grew to over 13 million registered members, with brand partners like Nike and the NBA running promotions inside its "Meez Nation" neighborhoods. As Creative Director, I helped shape that world and shipped the mobile games that carried the brand beyond the browser. The service was retired in December 2017.
Founded and lead an independent studio, directing design and technical development for DISRUPTION and the rest of the title slate.
Led creative on AAA IP pitches and built prototypes with next-gen AI dialogue systems, pushing the edge of interactive storytelling.
Directed one of the earliest social hangout "Metaverse 1.0" platforms and shipped mobile games to millions of users.
Built AAA console prototypes for Xbox, including the original third-person shooter IP "Hero Zero."
Leading vision and artistic direction from concept to completion.
Building and directing multidisciplinary teams on time and on budget.
Deep expertise building next-gen visual experiences and gameplay systems.
Full-stack C# development for cross-platform games and applications.
Conceiving and developing original intellectual property through to release.
Pioneering immersive experiences across virtual and augmented reality.
Open to creative leadership, technical direction, or studio partnerships — let's talk about what you're building.
Get In Touch →Mindengine@gmail.com