
Originally from California, I’ve spent most of my life in Europe. Like many kids, video games played a big role in my early years. When I got an Amiga 500, I became fascinated with programming and started creating simple text-based dungeon crawlers.
As a teenager, I briefly explored 3D animation before going on to study Computer Science and Astrophysics at university. During that time, I significantly improved my programming skills and reignited my passion for game development.
A few months after graduating, I was offered an incredible opportunity to work at Blizzard Entertainment as a Game Master. While it wasn’t a development role, it was too exciting to pass up. Over the years, I moved into management. Though the Game Master team occasionally interacted with developers, I felt myself drifting away from what I truly loved—creating games.
Over time, I experimented with everything from building my own game engine to using Microsoft XNA, Unity, and Unreal Engine 3 and 4. Each experience deepened my understanding of how games are made, though I never quite completed a project—largely due to increasing responsibilities at work.
In late 2018, I made a major career shift: I left Blizzard to focus on developing my own games. By then, I was already familiar with Unreal Engine 4 and decided to reboot a personal project I began in 2014: Drone Alone, a story about a solitary drone in space, torn between it’s task and the search for meaning.
Today, Drone Alone: Astro Miner is my full-time focus, and I’ve never felt more energized. Every day brings new challenges and frustrations, but also the unmatched satisfaction of solving problems and reaching milestones. It’s a feeling like no other.

