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Personal Projects

Punishment

This is a first-person horror game demo made in Unreal Engine 4 for PC. My goal with this project is to create an authentic horror experience by building a sense of dread and anxiety while relying less on jumpscares. The player will discover ominous events and locations which become creepier the further they go.

 

I also aim to recreate the experience and tension of being constantly stalked by a nearly invincible enemy ( I drew inspiration from Mr. X and Jack Baker from the Resident Evil games and the Xenomorph in Alien: Isolation ). The player will rely on a flashlight to navigate the darkness, and must find a gun to defend themselves. The game has been balanced in a way that the player can only survive by sneaking, using hiding spots and secret paths, listening to footsteps and noises, and only taking shots at the right time. With this approach, there is a push and pull between the player and enemy at all times.

 

My work in this project includes:

  • Designing and implementing all game mechanics, scripted events, enemy encounters and behaviors.

  • Level design and set dressing using Unreal Marketplace assets, as well as props and textures/decals I made.

  • Editing and implementing sound effects.

  • Player, creature and environment animations (Marketplace assets as well as my own creation).

  • Lighting and visual effects (Marketplace assets as well as my own creation).

  • UI design and functionality.

List of credits available in game.

*Warning: This game contains flashing/flickering lights.*

Welcome! Here are some of the projects I've been working on.

Begone, Foul Beast!

*Gameplay captured in editor*

This is a third-person hack & slash action game made in Unreal Engine 5 for PC. In this project, my objective was to create a melee combat system with precise blocks, stuns, dodges and combos that seamlessly combine light and heavy attacks, which can also cleave multiple enemies ( inspired by the Warhammer: Vermintide games ). 

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The player will test their skills against many humanoid enemies (tanky axe-wielding grunts, eagle-eyed archers and mages with devastating spells) and finally face off against a fearsome dragon. Every fight requires the player to manage their resources (healing, stamina) and use different strategies depending on the enemy type and quantity. Enemies have a chance to drop gold, which can be used to buy potions from a travelling merchant or offered to a shrine for temporary buffs. (Healing and buffs have cooldowns for balance reasons.) Quest items can be obtained in any order, but beware as each quest item obtained increases the spawn rate of enemies - and they often appear from unexpected locations!

 

My work in this project includes:

  • Designing, implementing and balancing all game mechanics, combat system, character stats, buffs, items and enemy encounters including the boss fight.

  • Designing the level, sculpting the landscape, placing foliage, set dressing, lighting and post-processing.

  • Implementing 3D models and animations.

  • Implementing audio and visual effects.

  • UI design and functionality.

List of credits available in game.

One Minute Delivery

This is a stunt driving game made in UE4 for PC. In this project, the player takes on the role of a delivery driver, picking up and delivering items from shops to customers around the city within a time limit.

 

I wanted to create an open-ended game where the player has the freedom in their moment-to-moment decisions and is rewarded for taking bigger risks. So I set out to make a non-linear playground with many randomized objectives, powerups and opportunities to perform stunts to get bonus points, but also present the challenge of weaving through heavy traffic at high speed to deliver as many items as possible before the run/timer ends.

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My work in this project includes:

  • Designing and implementing all game mechanics, spawn system, timers, rewards, score systems etc.

  • Level design, set dressing and implementing moving traffic.

  • Lighting and day-night cycle - every run starts at midday and ends at sunset (game also ends if player vehicle falls off the map).

  • Editing and implementing audio, animations and particle effects into the game.

  • UI design and functionality.

List of credits available in game.

Stellar Commando

This is a pixel art-style space shooter made in Unity for PC. In this project, I wanted to combine the gameplay of arcade shooters with roguelike/survivor-like mechanics such as character progression, randomized upgrades and enemy difficulty scaling.

 

The goal is to let the player experiment with different weapon and upgrade combinations to become increasingly powerful, while at the same time having enemy waves get bigger and behave more aggressively based on the player's level. The player and enemies' max health stay the same as they level up so the player must choose wisely between healing and firepower and focus on positioning, dodging enemy fire and getting higher killstreak bonuses by mowing down swarms of enemies.

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My work in this project includes:

  • Designing and implementing all game mechanics, weapons, progression, score systems, enemies and spawn system.

  • Art direction and pixel art creation.

  • Implementing audio into the game.

  • UI design and functionality.

List of credits available in game.

3D Art

StumpRocks_01.png

UEFN Project

Here are some screenshots of Fortnite level creation and set dressing I've done for Streamline Studios. These were made using assets from Fortnite and FAB in UEFN.

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