

Project Information
Martial Combat is a project I started in my free time where I try to create a cool martial arts inspired combat experience utilizing the new UE5 animation systems and my experience in mocap.
Responsibility Highlights
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Created a data-table-based combo system that allows for in-game changing and updating of combos.
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Streamlined the process of adding new attacks to the project.
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Created a stamina system.
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Created a combo chaining system.

Unreal Engine

Solo

Third Person Action

On and Off
Martial Combat
Technical Game Designer, Animator
Main Projects
| Timeframe: 8 Weeks
| Genre: Third Person Narrative
| Team Size: 16
| Platform: PC
Project Information
Responsibility Highlights
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Designed the core Gameplay
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Designed various Niagara VFX Systems
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Collaborated with animators on animation integration in Unreal Engine
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Acted as Interim Producer
Echoes Of Silence
Technical Game Designer, Producer

In Echoes Of Silence you take up the role of Yuto, a young man searching for his friend in the haunted city district of Kurokawa-cho

Engine
Unreal Engine

Team Size
32 People

Genre
Third Person Stealth

Development Time
32 weeks
Sicaria
Technical Game Designer, Animator
Sicaria is a third-person stealth game set in Antwerp during the Eighty Years' War. You play as an engineer, a person capable of overcoming any challenge through your cleverness.


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Designed and championed a Body-Carrying feature
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Handled most custom animations for the project
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Utilized Xsens mocap suits for gameplay animations and cinematics
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Prototyped the enemy takedown system.
Responsibility Highlights

| Timeframe: 32 Weeks
| Genre: Third Person Stealth Game
| Team Size: 32
| Platform: PC
Project Information
Responsibility Highlights
-
Combined animations and in-engine physics for a Body-Carrying feature
-
Handled most custom animations for the project
-
Utilized Xsens mocap suits for gameplay animations and cinematics
-
Handled various technical design tasks
Sicaria
Technical Game Designer, Animator

Sicaria is a third-person stealth game set in Antwerp during the Eighty Years' War. You play as an engineer, a person capable of overcoming any challenge through your cleverness.


The Rookies Awards - Nominated as Finalist 2024
Released on Steam to "Very Positive Reviews" (81%)

Engine
Unreal Engine

Team Size
16 People

Genre
Third Person Narrative

Development Time
8 weeks
Candy Craving
Technical Game Designer, Producer
Candy Craving is a puzzle game where your goal is to eat all the little candies.
Solve puzzles to trap the running candies in a corner to eat them.
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Designed and implemented the On-Rail camera system
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Designed and implemented various Niagara VFX Systems
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Shared the Producer role for my team with another student
Responsibility Highlights
Martial Combat
Technical Game Designer, Animator

Project Information
Responsibility Highlights
Martial Combat is a project I started in my free time where I try to create a cool martial arts inspired combat experience utilizing the new UE5 animation systems and my experience in mocap.
-
Created a data-table-based combo system that allows for in-game changing and updating of combos.
-
Streamlined the process of adding new attacks to the project.
-
Created a stamina system.
-
Created a combo chaining system.

Unreal Engine

Solo

Third Person Action

On and Off

Unreleased BHVR Prototype
Technical Game Designer
Project Information
Responsibility Highlights
Worked together with a team from BUAS on an unreleased prototype for BHVR Interactive. Left halfway through to pursue an internship at Remedy Entertainment.
I can show work done on this project in person upon request.
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Designed core gameplay abilities.
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Handled custom animation requirements.
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Worked extensively with engine physics for gameplay purposes.

Unreal Engine

13 people

NDA

10 weeks
Crown Defender
Technical Game Designer
Project Information
Responsibility Highlights
In Crown Defender you must balance your focus between fighting off waves of enemies and blocking off the orb of death from destroying your crown.
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Wrote game logic in GD script.
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Designed core gameplay loop
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Created a handful of 2D sprites

Godot

Solo

2D tower defense

6 weeks
Star Fire Remake
Technical Game Designer
Project Information
Responsibility Highlights
Star Fire was a project that i worked on with 2 other students where the objective was to recreate the 1979 arcade game "StarFire" in Unreal Engine.
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Created a player-controlled "star" Niagara VFX cloud that gives the player the illusion of 3D movement.
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Created a lock-on shooting mechanic with overheating, including the UI elements.
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Co-created a technical design document along with my 2 peers.

Unreal Engine

3 people

First Person Space Combat

4 weeks

Crazy Lily
Game Designer, Producer
Project Information
Responsibility Highlights
Crazy Lily is a high-octane top-down shooter set inside a decrepit nuclear submarine. Utilize a large arsenal of weapons to destroy the enemy sealife and fight your way through the submarine.
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Handled production and team communication for the duration of the project.
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Did most of the teams showcase presentations
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Handled teams QA
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Planned and held regular playtesting sessions.
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Designed grenadier behavior, an enemy fish that lobs grenades at the player.

Unreal Engine

14 people

2.5D horde shooter

8 weeks
Talisman Artisan (prototype)
Technical Game Designer
Project Information
Responsibility Highlights
Play as a cute mushroom with exceptional crafting skills and protect the land from mischievous spirits. I worked on the original Unreal prototype for this game before moving on to Echoes of Silence.
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Designed and Implemented a "Caligraphy" minigame where players drew protective wards to use as upgrades for towers.
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Prototyped a mortar and pestle mechanic for crushing ingredients, (present in final product)

Unreal Engine

9 people

Topdown Tower defence

4 weeks

Engine
Unreal Engine

Team Size
16 People

Genre
Third Person Narrative

Development Time
8 weeks
Echoes of Silence
Technical Game Designer, Producer
In Echoes Of Silence, you take up the role of Yuto, a young man searching for his friend in the haunted city district of Kurokawa-cho.
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Designed the core gameplay loop and 2 mechanics.
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I created and optimized several Niagara VFX systems.
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Handled animation implementation in Unreal Engine
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Acted as interim Producer
