2026 · Designer, Artist, Programmer
AshIsWhite.exe
End-to-end production of a compact action adventure: systems, art, and shipping.
I scoped Ember Reach as a finished short experience rather than an open-ended prototype. That meant locking pillars early, building art and systems in parallel, and cutting anything that threatened a clean release.
The result is a playable experience with a coherent visual identity and a production process I now reuse for commissions and other titles.