Prototypes and smaller games.
A third-person, single-player parkour speedrunner built around black holes as the project's "natural phenomenon" theme. As product owner, I kept the team anchored to a single question for every decision: will this make the player feel agile and clever? Also worked extensively on gameplay and sound design.

An online two-player co-op puzzle adventure about two cult members escaping together, built around the theme of "symbiosis." Darkness freezes a player in place until the other unfreezes them — forcing constant communication. I led sound design and composition, and stepped into other design tasks as the team needed.

Sinner Nun is a take on the classic horror game gameplay trope. Developed solo in a span of two weeks. Collect the items and avoid getting spotted to win.