
About Me
I’m an indie game designer and developer, and I’ve been making games for five years. I first explored game dev as a creative outlet and quickly realized it was the perfect medium to express myself. What started as an experiment is now my full time focus with Stompbox Games. Another passion-driven venture, but this time, it's less about me, and more about finding the right people who share a similar drive.
I’m a game generalist, being quite proficient in programming, 3D art, animation, technical art, project management, and the entire development pipeline. I love getting lost in creation, whether it’s sleepless nights trying to crunch time for game jams, or working full time on my current dream project, Wilt, which I can’t wait to share with the world.
Game dev has given me everything. Skills, friendships, and experiences I wouldn’t give up for the world. Outside of games, I make punk rock music, create pixel art, and have an undying love for cake.
email: maazgamedev@gmail.com | discord: thedwindel
My Work
What I am currently working on, and what I have worked on.

Wilt (Full Game)
A physics-driven puzzle-platformer about nostalgia, belonging, and growth. Manipulate time, solve intricate puzzles, and uncover a story about holding on and letting go.
Currently leading a team of four. Responsible for creative direction, game and level design, programming and development, technical art, VFX, character art, animations, marketing and project management.



Pawn's Gambit (Greenlight Jam 2023)
A chess-themed boss rush where you play as a black pawn, humiliated and cast aside. Determined to prove his worth, he embarks on a ruthless quest to dismantle the white army, piece by piece.
Led a team of five, overseeing game design, programming, technical art, VFX, animations, and project management. Completed in one month across four short sprints.

23-Car-Root Beer (Global Game Jam 2023)
Ms. Carrot’s dreams of brewing root beer are crushed when she’s fired—because women can't make root beer. In this fast-paced, Overcooked-style game, help her defy expectations by serving up orders in a hectic brewery.
Led a small team, managing game design, programming, and development. Rigged, animated characters and also contributed to music and sound design.

Forgetting How to Remember (Personal Project)
An experimental narrative game about a man struggling with dementia, affecting his family and reality. Inspired by 'Everywhere at the End of Time' by The Caretaker. Explores themes of memory, loss, and self-identity.
Designed and developed the game. Responsible for cutscenes, music, sound design, and art direction.Designed and programmed my first ever dialogue system. Collaborated with a game writer.

The Fabricwalker (Adventure Jam 2023)
A sidescrolling adventure through a collapsing universe, where you weave through time and space to restore balance.
Solo entry. Designed, developed, and created all music, art, and animations.

Orbitrary (Local 24-Hour Game Jam)
A strategic simulation where you manipulate planetary orbits to deflect asteroids and save Earth. Developed with my writer in 24 hours, handling game design, programming, and VFX.
Co-designed gameplay, art, animations, UI, and music. Collaborated with a game writer.

Glitches Everywhere (BYOG 2022)
A meta-game where bugs aren't flaws but the key to progression. Colliders break, platforms disappear, and the console is your only guide.
Led a team of three, handling game design, development, and programming in under 48 hours.

Captain Stache Can't Multitask! (Ludum Dare 50)
A frantic 3D arcade game where you juggle ship systems alone to keep it airborne—until time runs out.
One of my earliest games. Led a team of three. Designed, developed, and implemented VFX and technical art.