I have loved card games for as long as I can remember. I grew up playing them, then I got serious enough to compete in them, then I spent years testing some of the biggest games in the world, and somewhere in there I started building one of my own. Masterworks came out of that love, and so did everything else you will find here. For me it always comes back to a deck of cards and the people I get to share it with.

The game I dreamed up and got to lead as creative director. A real-time horror card battler, built by a team I will never stop being grateful for, and shown on the floor at GDC.
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The printed edition I built mostly on my own: a full tabletop ruleset, foil cards, real booster packs, and a twelve-team collaboration handed out at the USC Games Expo.
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A party game where your bad drawings become the fighters. I set the creative vision and designed the world it lives in, alongside a small group of friends.
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Before I directed my own games, I helped test some of the biggest ones, doing QA on shipped AAA console and PC titles.
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Long before I made card games, I competed in them, with World Championship runs across several of the biggest TCGs in the world.
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My background is a strange but useful mix. I am a competitive player who learned how these systems really work by trying to beat them, a QA tester who learned how real games actually ship, and a creative director who got to lead a team of ridiculously passionate people to build something of our own.
I care about two things more than anything: making games people genuinely love, and the people I get to make them with. Everything on this site comes from that.