
First-generation Bosnian American. MCAD graduate. Born with a heart condition I've managed my whole life. Not credentials. Context. When a world isn't designed with you in mind, you learn to see how worlds get built, and how to build them.
That's the work. I start with logic and a concept: what a world values, what rules it follows, what it costs to break them, who a system serves, and why it exists here specifically. Aesthetics come last, not because they don't matter, but because they mean more when the logic underneath has earned them.
I think in systems. Hand me a premise and I'll give back the world it implies: the caste structure, the economy, the branding, the environments, the failure states, documented so a team can build from it. That's what a development deck is for. Moyroid Meow runs 34 pages because the world demanded that many. Grave Floor derives an entire game from a single rule. The method doesn't care whose idea it starts from. It runs the same on mine or yours.
"You can't avoid a worn path you didn't know was there."
Most of what anyone thinks of has been done in some form. Knowing the landscape, what's worn, what's fresh, and why, is half the job. I can generate a world from nothing, and I can tell you why an existing one isn't working yet.
Writing, game design, worldbuilding: original worlds built from the inside out, every layer held together by one internal logic. I'm currently developing three original IPs, and I'm built to do exactly the same for properties that aren't mine.