This Unreal Engine 5 prototype features a fully controllable melee combat character with locomotion, attack, jump, and dodge functionality. The vast majority of the gameplay logic was developed in C++.
Current Features
Developed a custom state machine system with 6+ unique player states.
Developed a custom combo component and combo-tree graph supporting up to 4 unique attack montages per combo component.
Developed a multi-phase attack system utilizing windup, active, and recovery frames to enable fluid movement, animation canceling, and efficient balancing.
Implemented a custom input buffer supporting 4+ buffered inputs to improve responsiveness and game feel.
Implemented 4 hit reactions, including launch, knockback, ground stun, and air stun.
Future Features
Enemy class with behavior tree AI
Paired animation sequences for finishers
Health and Stun Attributes for player and enemies
While this project is still in development, I feel it is a strong representation of the quality of my work and the design-oriented mindset I bring to gameplay development. The project draws from my extensive experience playing action games such as Devil May Cry and God of War, incorporating key design principles such as animation canceling, phase-based attacks, timing-based combo trees, and more.
This Unity game features a single level combining combat and puzzle elements, where the player must gain entry to a mansion for shelter during a zombie apocalypse. The game draws heavily from the classic survival horror titles of the late 1990s and early 2000s, particularly the Resident Evil and Silent Hill series. My contributions include programming, level design, combat, UI, animation, and audio.
Programming
Developed a custom state machine with 7 unique player states and 8 unique enemy states.
Implemented AI detection and A* pathfinding.
Developed an inventory and crafting system with 12+ unique items and recipes.
Created a record system tracking player performance, including zombies killed, completion time, and times bitten.
Implemented key-based progression, with specific keys unlocking corresponding doors throughout the map.
Developed room transitions and a fixed camera system inspired by classic survival horror games.
Level Design
Constructed the level layout including 4 rooms with various interactable and item pickups.
Designed a crafting-based puzzle that guides the player toward establishing shelter in the mansion.
Strategically placed enemies throughout the map to create a tense and engaging gameplay experience.
Animation
Integrated player animations into a robust animation controller supporting aiming, sprinting, shooting, quick turns, and death.
Implemented enemy animations for walking, lunging, grabbing, biting, knockback, and death.
Paired player and enemy animations to create a synchronized zombie bite sequence.
These key contributions represent just some of the work I completed for the project and demonstrate my proficiency across multiple disciplines of game development.
Rogue-Bot is a fast-paced, rogue-like 2D dungeon crawler shooter, built in Unity by a two-person team. My contributions to the project spanned across programming, design, art, and audio.
Programming
Developed core gameplay systems, including the aiming, shooting, shielding, and parrying mechanics.
Implemented the input system
Designed the enemy AI.
Coded the entire boss fight, which included creating intricate missile attacks and bullet hell attack patterns.
Level Design
Balanced difficulty and designed the level layout framework
Implemented the final boss encounter
Art
Created most of the game's visual assets.
Designed the character and enemy art, animations, and built animation controllers.
Audio
Composed sound effects and integrated them seamlessly into the game.
This project honed my ability to balance technical precision with creative vision, working closely with my teammate to deliver a cohesive and polished game.
In Judgment Protocol, set in a post-apocalyptic world overrun by robotic androids driven by advanced AI, players assume the role of an interviewer tasked with discerning whether incoming refugees are human or AI. My primary contributions to Judgment Protocol included both leadership and programming.
Programming
Integrated all assets into the engine
Designed and implemented the User Interface.
Utilized C# data structures, particularly the List, to manage the hypothetical questions list
Developed the core gameplay loop by employing essential Unity workflows, including subroutine orchestration.
Story/Writing
Collaborated with two other writers to craft a compelling narrative backdrop.
Developed a series of thought-provoking hypothetical questions
Wrote authentic AI and human characters to align seamlessly with the game's themes.
Leadership
Oversaw task allocation and workload distribution for a team of six developers
Ensured that each team member had a balanced workload, allowing for productivity without undue stress.
Through my work on Judgment Protocol, I honed my skills in project management, collaborative storytelling, and technical implementation, gaining invaluable experience in balancing leadership responsibilities with hands-on development. This project taught me the importance of cohesive teamwork, strategic workload management, and the intricate process of creating immersive, narrative-driven gameplay.
In this Unreal Engine 5 gameplay prototype, which I developed entirely independently, players navigate a maze filled with hidden ghosts to reach a final destination. Drawing inspiration from Death Stranding, players rely on a simple directional indicator for guidance, while a laser pointer mounted beneath the gun barrel, akin to Resident Evil 4, aids in spotting and targeting ghosts precisely. This project highlights my proficiency and adaptability with the Unreal Engine framework across various aspects, including:
Blueprint programming
Animation blueprints
Blend spaces and blend trees
UI design and programming
Level design.
One of the primary challenges was implementing third-person mechanics, especially the camera boom and core functionalities such as crouching, aiming, and shoulder-view switching. This project deepened my appreciation for the complexities involved in crafting a smooth, streamlined player experience—elements often taken for granted by players in modern games.