Game Designer • Developer • Musician

I make videogames about the human experience.

The surreal, serene, and sincere. I'm exploring new design approaches and more expansive accessibility tooling for the videogames of tomorrow. Accessibility of concepts, of art, of design itself.

Gameplay / Technical Designer (Unity/C#). I build tactile mechanics, narrative pacing systems, and accessibility-first play.

Videogames & Prototypes

Flagship Projects

The three clearest signals of how I design, build, and ship.

RhodesTrip - a road trip narrative game
Unity Narrative 2025

RhodesTrip

Third-person narrative road trip about driving, talking, and listening to music on the way home.

Role: Coder / Designer (4-person team)

  • Created a custom state machine scripting language for narrative pacing.
  • Designed character-driven encounters across distinct biomes.
  • Composed music and handled SFX for the demo.
Play Demo on Itch.io →
Blackout - a sightless 2D platformer
Unity Accessibility 2025

Blackout

Sightless 2D platformer that navigates via sound and NPC directions.

Role: Solo developer

  • Built audio-first navigation that replaces visual cues.
  • Designed NPC direction systems to guide traversal.
  • Published a supporting research whitepaper on blind play.
Play on Itch.io →

More Projects

Additional experiments, prototypes, and short-form work.

Solus - a walking sim about isolation
Unity Walking Sim 2024

Solus

A walking sim about working for Ego Vacations, a vacation simulation company. The Batavia is a lonely ship, just you and a thousand souls plugged into simulations. You need to find out how to reboot the system, even if there is something else here.

Solo developed • 5-10 min • Features a secret dream level with a monologue about technology, isolationism, and the ever-increasing gap between us

Play on Itch.io →
Cold Flame - a physics game about chopping wood
Unity Autobiographical 2024

Cold Flame

A physics videogame about life, loss, and chopping wood. Three of the most heart-wrenching moments of heartbreak from my life. The idea that happiness was never part of my family tree, and that exercising self-worth is hard in a world that tells you you're too sharp, too loud, too much.

Solo developed • 9 min with voiceover • Chop wood, stack wood, maybe chop down the ties of self-sabotage

Play on Itch.io →
Mosaic of 11 prototype games from NYU Prototype Studio
Unity Prototypes 2025

Prototype Studio Gallery

11 weekly prototypes from NYU Prototype Studio. A wide variety of explorations - text adventures, physics toys, 3D environments, naval strategy, emotional vignettes, abstract interactions. Each one built in a week, each one a different question.

Solo developed • One per week • Fall 2025

Play on Itch.io →
Snoop - surveillance game for Playdate
C++ Playdate Procedural

Snoop

Surveillance game for Playdate. 50 buildings, 8 districts, "The Architect" conspiracy. All procedural graphics, crank mechanics.

Solo developed • 400×240, 1-bit • 50 levels, full story arc

View Scene Reference →

Engine, Tools & Text

TEGE - The Enjin Game Engine editor interface
C++20 Vulkan Game Engine

TEGE - The Enjin Game Engine

An open-source game engine built from scratch. Vulkan renderer with PBR materials and ray tracing, ECS architecture with 70+ component types, full editor with 20+ ImGui panels, Jolt Physics and Box2D backends, ~721 AngelScript bindings, 146+ node visual scripting, shader graph, procedural generation, and HTML5 export.

Solo developed • C++20 / Vulkan 1.3 • BSL 1.1

Explore → Technical Analysis → Documentation →
VG101 Knowledge Base - a videogame design text
Text Framework In Development

VG101 Knowledge Base

A videogame design text built on a framework of Gesture + Aesthetic Heritage. Gesture is the surface area of contact between player and videogame - everything happening when a videogame is being played. Aesthetic Heritage traces where those design choices come from. Together, they give us a way to understand videogames as their own medium and uplift what makes them powerful.

Explore →
Playdate Draw Tool - browser-based pixel art editor
Tool Playdate Browser-Based

Playdate Draw Tool

Browser-based pixel art editor for Playdate's 400×240 1-bit display. Layers, dithering, animation, undo/redo, C code export.

Solo developed • Single HTML file • No dependencies

Open Draw Tool →

Essays, Research & Commentary

Academic writing, technical breakdowns, and videogame commentary.

Research 2025

Blackout: Designing for Sightless Play

A study in blind videogames and alternate design theory. How do we craft meaningful experiences outside of the visual component?

Read Whitepaper →
Coming Soon

More writings on the way

Essays on videogame design, technical breakdowns, and commentary on the medium.

Marty - pixel art self portrait

About Me

Hi there! I'm Marty, a computer scientist, videogame developer, and musician who loves old, new, and future technologies.

I try to make videogames about the human experience: the surreal, serene, and sincere. I'm infinitely interested in what is to come for the medium of videogames.

My accessibility work isn't just about disability. It's about accessibility of concepts, accessibility of art, accessibility of design itself. I love diving into design challenges that require rigor.

I also make music as Bear Gatsby: DIY synth bedroom indie rock, a bit avant-garde, and some chiptune.

Education

  • NYU Game Center, MFA in Game Design (2024-2026)
  • Cal Poly Pomona, BS in Computer Science (2021-2023)
  • Mt. San Antonio College, AS in Programming & Database Management (2018-2021)
  • Musicians Institute, Piano Technology & Audio Engineering (2009-2011)

Tailored resumes by role

Tailored per role to keep the signal tight. PDFs are available on request while I finalize the newest versions.

Teaching Resume Higher-ed, mentorship, curriculum, workshops.
Request PDF
Programming Resume Software engineering, engines, tools, systems.
Request PDF
Game Development Resume Design, gameplay, narrative systems, prototypes.
Request PDF
Combined Resume All roles in one concise PDF.
Request PDF
Prefer one combined resume or a quick custom edit? Email me and I can tailor it fast.