Multiplayer world · In development

The Worldspire

A persistent 2D MMO. Shared adventures, interconnected systems, and a world built to be explored together.

Multiplayer · Gameplay systems · Web game

Enter the Worldspire ↗

Animated series · Three episodes live

The Devil She Knew

Supernatural horror meets queer romance. A motion-captured series brought to life in Unreal Engine 5.

Unreal Engine 5 · Motion capture · Storytelling

Watch the series ↗

Strategy & systems · Released on Steam

Outcasts of Orion

A roguelike auto-battler built around crew synergies, designed and engineered solo from the first prototype to release.

Unity / C# · Python · Solo development

Explore on Steam ↗

Studios · 2021 — 2025

Respawn Entertainment

Unannounced projects · Unreal Engine 5 / C++

Four years on unannounced projects, including an unannounced Star Wars first-person shooter. Details available on request.

  • Prototyped networked movement, weapons, abilities and interactables in C++ and Blueprints.
  • Implemented player controls and gameplay on the Star Wars FPS.
  • Prototyped progression, crafting and customization; contributed feature analysis and documentation that shaped the design direction.
Star Wars, EA, Respawn Entertainment and Lucasfilm Games

Studios · 2018 — 2019

GungHo Online Entertainment

Call of Guardians · Super Senso

Live mobile games with real players and real numbers, where every hero rework and balance change could be measured the next morning.

  • Reworked heroes, units and abilities for Call of Guardians, with the backend and an admin tool to match.
  • Implemented networked unit gameplay for Super Senso.
  • Built analytics in SQL, AWS Athena and QuickSight to steer balance and content decisions.

Studios · 2016 — 2018

Studio Roqovan

Stunt Corgi · World War Toons

Two very different VR games, one small team, and a first job that covered everything from onboarding to live networked play.

  • Built the C++ tutorial system and the UMG interfaces for Stunt Corgi.
  • Prototyped character abilities and maintained networked gameplay for World War Toons.
  • Reworked the menus, shop and HUD alongside the design team.

Full résumé ↓

Studio RoqovanWorld War Toons

The cartographer

At home between design & code.

I'm a gameplay engineer and designer who likes taking an idea all the way from an early prototype to something people can play. Studio work spans multiplayer systems, combat and movement, content tools and UI. On my own I make independent games and tell character-driven stories through real-time animation.

Unreal / Blueprints · C++ · Unity / C# · Python · JavaScript · Gameplay & systems design

B.S. Computer Science: Game Design — University of California, Santa Cruz

Get in touch ↗Résumé ↓

the cat

You found the Cat. She's been drifting out here the whole time.

✦hailey sygameplay engineer & designer

Click, scroll, or ↓ to fly ↓