Asher Gurung
Portfolio 2025
Portfolio 2025
Bound in time is a two-player co-op horde shooter that delivers an intense and fast-paced combat experience where teamwork is essential for survival.
Drawing inspiration from Left 4 Dead, the game challenges players to fight through relentless waves of enemies, requiring strategic coordination and quick decision-making.
Hero abilities, akin to those in Overwatch, introduce specialized skills that enhance gameplay depth, allowing players to adapt their tactics and maximize their effectiveness in battle.
With dynamic encounters, engaging mechanics, and cooperative gameplay at its core, this shooter emphasizes synergy, strategy, and high-stakes action.
My contributions:
This game was developed as part of a Level 6 group project, consisting of a team of six members: two programmers, three designers, and one artist. Additionally, two Level 5 students provided brief support during the development process.
My primary role in the project was environment artist and level designer. Working closely with a teammate, I contributed to the level design process, planning the layout and asset placement for each environment. I was responsible for creating 60% of the assets for Level 1 and over 90% of the assets for Levels 2 and 3, handling 3D modeling and UV unwrapping to prepare them for texturing by the designated texture artist on the team.
Beyond environmental design, I also contributed to UI development, creating key interface elements such as the 7 Hexes icons, character ability icons, UI buttons, arrows, and text boxes. Additionally, I was responsible for conceptualizing and directing the game’s trailer, developing the storyboard, planning key shots, and guiding a teammate on the execution of cinematics and camera work to ensure a cohesive final presentation.
These are some of the 3D models I created for the game, all of which were used in Level 2. While they appear untextured in the image, this is because texturing was handled by another member of my team. I am showcasing them here to highlight my modeling approach and artistic style, giving insight into the structure, detail, and form that define my work
This is how the 3D models appear in the game after being textured and integrated into Unreal Engine. With lighting, materials, and environmental placement applied, they now contribute to the overall atmosphere and visual coherence of the level.
Ability icon
Ability icon
No upgrade
Less damage
Move slower
Passive disabled
Less max health
No passive regen
These are the UI elements I designed for the game. They include key interface components that contribute to the overall user experience and visual clarity. Each element was created to complement the game's aesthetic while ensuring functionality and intuitive interaction.
Micro Max is a third-person puzzle game featuring dynamic character size changes. Players must discover five hidden collectibles scattered throughout the game world to complete their quest
My contributions:
As the sole designer, I was responsible for level layout, collectible placement, and puzzle design. I aimed to create engaging puzzles that were challenging yet enjoyable. I also designed the game's user interface, including the home screen, options menu, instructions, and pause menu. While my teammate handled most of the modelling, I created the doll house and oversaw object placement.
Floorplan
Unity scene
Project Enigma is a cooperative multiplayer puzzle game where players take on the roles of two detectives investigating a murder. Trapped inside the crime scene, they must uncover clues and solve puzzles to escape.
My contributions:
As the team's designer, I was responsible for crafting engaging puzzles and designing the game's tile maps. While the majority of assets were created by our artist, I contributed by designing the pedestal and objects placed upon it. I actively participated in playtesting, taking detailed notes on feedback and collaborating with the team to implement necessary improvements. Additionally, I integrated assets into Unity and worked closely with programmers to ensure seamless integration and functionality
Office Escape is a mobile escape room game with a low-poly aesthetic. Players take on the role of an employee who has overslept and must solve puzzles and minigames to unlock the building's exit code.
My contributions:
Office Escape was developed in a low-poly art style, appealing to mobile gamers and enhancing the game's aesthetic. I modelled the office, restroom, and lobby in 3Ds Max, then animated all objects in Unity to create interactive and immersive levels.
I was responsible for designing and implementing the puzzles within the staff office, culminating in a PC password challenge that provides a crucial hint to the exit door code. Additionally, I created the final puzzle, where players must enter the collected codes to escape. My teammate contributed the basketball and racing minigames, adding variety and challenge to the overall gameplay.