My Games and Development Journey

I do not just test games. I build them too.

My own projects have taught me how much goes into building a playable game, how easy it is to miss problems in your own work, and how valuable honest outside feedback can be.

I have shipped a commercial game on Steam, built and cancelled projects that taught me hard lessons, and continue to develop new prototypes and narrative experiences through D Rock Games LLC.

Released and Public Projects

Every project taught me something useful.

Demo Released / Cancelled Project

Insanity Within

Insanity Within was intended to be my second commercial project. It had a public demo, but I eventually cancelled the project after realizing that horror and puzzle design were not the right creative lane for me at the time.

Even though the full game was cancelled, this project was extremely valuable. I learned a lot about UI elements, discovered a fatal material structure setup mistake that shaped how I approach project foundations, and started to truly understand the importance of playtesting.

This was the project that showed me how puzzles that make sense to the developer can still feel unclear to the player. That lesson directly influenced the way I now evaluate player clarity, onboarding, and frustration points in other games.

What I learned

  • Why intuitive puzzle design needs outside testing
  • How UI feedback affects player confidence
  • How early technical decisions can create major problems later
  • Why player clarity matters as much as the idea itself
View on Steam

After Those Projects

Prototypes, lessons, and a clearer creative direction.

Since those releases, I have worked on a handful of prototypes that never fully resonated. Some had interesting mechanics. Some taught me useful technical lessons. Some simply showed me what I did not want to spend years building.

That process matters. Not every prototype needs to become a commercial game. Sometimes the value is in learning what does not fit, then using that experience to make stronger decisions on the next project.

I am currently working on a new first-person narrative experience. It is planned as a short emotional game inspired by the feeling of games like Firewatch and What Remains of Edith Finch, but with a simpler scope and a more focused design.

Why This Matters For Playtesting

I know what it feels like to miss the obvious because you built it yourself.

Building my own games has made me a better playtester because I understand both sides of the process. I know how personal development can feel, but I also know how important it is to hear the truth before players find the problems publicly.

My own projects taught me that the player experience is not always what the developer thinks it is. Something can make perfect sense in your head and still confuse a first-time player. That is exactly the kind of gap I look for in playtest reports.

  • I understand the full path from prototype to public release
  • I know how UI, settings, save systems, and polish affect trust
  • I have learned firsthand how unclear puzzles and objectives can hurt a game
  • I know how valuable honest outside feedback can be before launch
  • I bring both developer empathy and player honesty into each report

Need Fresh Eyes On Your Game?

Let my lessons help your project.

I have learned a lot by building, releasing, cancelling, and rebuilding. If you are preparing a demo, festival build, early access release, or Steam page, I can help you find the issues that are easy to miss from inside the project.

Request a Playtest