TECHNICAL
DESIGN
These pages feature more detailed breakdowns of the technical aspects of the projects demonstrated in my showreel. I explain my rationale for designing certain systems the way I did and share thoughts on how they could potentially be approached differently.
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On average, each of these projects takes about 3–4 months to complete, with the primary goal being the development of a functional and playable prototype. Unless otherwise stated, I am responsible for all gameplay and system logic (code, Blueprints, Animation Blueprints, AI, etc.), level design, and scene assembly.
Starshore: Open-World RPG Prototype
This project showcases a scalable inventory system integrated with weighted enemy loot tables, a shop system, and a master pickup item Blueprint. The combat system is enhanced by an auto-targeting feature and a time-stop (“bullet-time”) mechanic. All systems are integrated with Unreal Engine’s Gameplay Ability System (GAS).
Fallen Valkyrie: Soulslike Boss Stage Demo
This project focuses on developing more sophisticated Animation Blueprints and complex enemy AI behavior. The player character smoothly transitions between different weapons and responds to enemy attacks using a directional stagger system. The multi-phase boss fight is built using Unreal’s StateTree plugin.