A quick look at the combat systems, gameplay prototypes, enemies, and technical problem-solving behind my recent work.
Open on YouTube ↗Technical Game Design Reel
Selected projects
A closer look at how I approached combat, gameplay AI, modular systems, and the production work needed to make them real.
05 case studies
01Case study 01
2026Still Life
A surrealist first-person puzzle game where animals stand still and silent as counterweights, bridges, and gear wedges while household appliances shiver, flee, and lean into your hand for warmth.
Role
Solo Game Designer & Developer
UnityC#Game Design
02Case study 02
2026An Echo Has No Shape
A 4-week first-person acoustic exploration and puzzle game built around a single, unchanging echolocation input across three regions that change how the environment responds.
Role
Solo Game Designer & Developer
UnityC#Game Design
03Case study 03
2025Starshore
A 15-week gameplay prototype connecting character movement, abilities, targeting, inventory, shops, and data-driven pickups.
Role
Solo Technical Game Designer
Unreal EngineBlueprintsGameplay Systems
04Case study 04
2025Fallen Valkyrie
A 10-week action-combat prototype centered on weapon-dependent movesets, directional hit reactions, lock-on targeting, and a multiphase boss encounter.
Role
Technical / Combat Designer
Unreal EngineBlueprintsCombat Design
05Case study 05
2026Sacred Forest
A stylized forest shrine developed end to end through modeling, procedural materials, foliage, lighting, effects, and engine assembly.
Role
Environment / Technical Artist
Unreal EngineEnvironment ArtSubstance