I’m a Web3 and AI-focused creator building interactive games and digital systems using prompt-based development tools like Verse8. I specialize in survival game mechanics, progression systems, and AI-driven features that make gameplay more dynamic and adaptive. My work blends creativity with emerging tech to build fast, experimental, and engaging gaming experiences. I also work as a teacher.
What kind of games are you most excited to build right now?
I’m most excited about building fast-paced, replayable survival games that blend action, strategy, and progression.
Right now I’m especially interested in games where players can upgrade intelligent companions, adapt to increasing difficulty, and make meaningful choices that change each run. I like designing experiences that feel dynamic, competitive, and slightly unpredictable every time you play.
What does your AI workflow look like day to day?
I use AI to design gameplay systems, balance mechanics, generate content ideas, and refine the user experience. For visuals and concepts, I rely on AI tools to create quick mockups and iterate fast.
Most of my day is spent testing, adjusting prompts, and improving the system step by step until the gameplay feels smooth, engaging, and scalable.
What challenge did you recently solve in development (technical, design, or artistic)?
A recent challenge I solved was balancing difficulty scaling in a survival game without making it feel unfair.
The game was getting too hard too quickly, which frustrated players, so I used an AI-assisted approach to redesign the progression system. Instead of linear difficulty, I introduced adaptive scaling based on player survival time and upgrade choices, so the game responds dynamically to each player’s performance.
This made the gameplay feel fairer, more strategic, and more replayable while still keeping the challenge intact.
What are you aiming to build next?
I’m looking to build something bigger than just one game — a connected set of AI-powered survival experiences.
Instead of a single storyline, I want players to move through different modes and worlds that evolve over time. The idea is that the game keeps changing based on how people actually play it, so it feels alive and always a bit different.