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Quick Links
| Pronouns | she / they |
|---|---|
| Resume | link |
| Contact | [email protected] |
| Itch | link |
Hi, I’m L - Game Dev and Networked Gameplay Programmer at Innersloth, working on Among Us, previously at Silverstring Media. I’ve been working with Unity since 2016 and a software developer since 2013. My areas of focus include multiplayer programming, narrative games, UI, systems design. I’m also particularly passionate about player safety, project planning, and documentation. Currently open to collaboration on short projects or game jam, feel free to reach out! (PS - You might also see my work listed under Luna or Mic Fok)
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Note: this is a public portfolio and excludes works not available to the public. Please contact me for details! :)
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Role: Game Designer, Programmer, Game Lead, Controller Design
Project Delivery: 5 months, alt.ctrl.GDC at GDC 2025
<aside> 🌱 Keywords: Unity, co-op racer, level design, GDC, alternative controllers
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Dance Of The Sky Carver was an alternative controller game we brought to alt.ctrl.GDC in 2025. I led a team of four to create the controller and game over five months.

Role: Senior ****Networked Gameplay Programmer
Duration: ~3 years, 2023 - Present
<aside> 🌱 Keywords: Networking, Game Server + Services, Live Service, Anti-cheat, Matchmaking.
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Role: Tech Lead, Technical Designer, Producer
Project Scope: 8 months, >10 team members
<aside> 🌱 Keywords: Unity, Visual Novel, Technical Designer
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I worked as the Technical Lead and Technical Designer for The Defense of Akimus Bitch. I created the core gameplay systems, and worked with the artists, musicians, and writers to create engine tools and workflows.

Role: Solo Dev - Programmer, Game Designer, Artist
Project Length: 1 month (ongoing)
Sexy Labyrinth is an asymmetric online multiplayer arcade game built in Unity. I designed the concept art, produced and animated the game sprites, designed the lobby UI/UX, programmed the multiplayer networking and game mechanics. This was done originally as a part of the Sex Games Jam (2022), over two weeks. After launching on Itch.io, this game is integrating player feedback with subsequent releases.
<aside> 🌹 Click here to read more about Sexy Labyrinth’s design goals and retrospective
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<aside> ⭐ Tech Summary: C#, ****Unity, Unity GUI, Unity Tileset, Multiplayer networking, Photon, stencil shaders, dynamic mesh generation, Unity Animation system, pixel/sprite art, sprite sheets, camera controls.
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Role: Programmer, Technical Artist, Designer
Project Length: 4 days
Palatable Pizza was a game jam project built for ToJam 2017 - through the act of putting a pizza together for your friends, the game explores the experience of anxiety, panic, and disassociation.
I contributed to the game design and programming for this project, with a focus on using screen shaders reflect the anxiety experienced by the player character.
<aside> 🌱 Keywords: Unity, screen shaders, narrative game, visual scripting.
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Role: Programmer
Project Length: 3 months
Domovoy a combination visual novel and match-3 puzzle game, with a visual design that pays homage to the DS form factor. This game explores motifs from Slavic traditions and uses the puzzle elements as a mean to drive the Domovoy’s emotions.
As programmer I implemented the reusable match-3 game system in Unity, developed the character portrait display system and integrated the game mechanics with Yarn Spinner’s dialogue runner.
Originally developed as Madelyn’s Quest for the 2018 ToJam, it was reworked to DOMOVOY for the 2018 Damage Camp Arcade where it was showcased.
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