Gameplay & Systems Designer with foundational tech experience
Hi! I'm Brandon Liew.
Designer of Games, Developer of Experiences, and a student to the art of play.
Currently studying in UOW Malaysia, working on a Fast-paced Action game called
SEIZE
In SEIZE, you play as an elite cybernetic feline, infiltrating deep into enemy territory to reclaim what's yours.
I serve as the Gameplay Designer, System Designer, Level Designer and the sole Programmer.
MOVEMENT DESIGN PHILOSOPHY
The player movement kit comprises of omnidirectional abilities such as lunging and wallrunning which can be utilised in any directions, even directly up and down. This is done to enable players the freedom of movement to navigate the world creatively.
CORE COMBAT DESIGN PHILOSOPHY
The player's combat is designed to emphasise powerful and satisfying hits. The primary attack is a short-range pounce, while the secondary railgun launches enemies from afar, energising them to enable long-distance pounces. These mechanics are designed with auto lock-ons, allowing players to focus on fast, fluid repositioning rather than precise aiming.
PLAYER SUPPORT 01
The player's railgun is also design with the capability to slow down time. This is done to replicate the bullet time effects in movies, enhancing that John Wick–style, one-man-army intensity.
PLAYER SUPPORT 02
Purple batteries are placed around the play area. They are designed to replenish all player's abilities on hit, allowing them to chain combo movement attacks.
LEVEL DESIGN
To complement without diminishing the player’s core systems, the game centers around leaping across towering structures and scaling tall buildings. Your goal is to destroy every beam emitter on the way to the central tower to disable the dome shield encapsulating the city.
PROGRAMMING
Being design-focused, I handle most programming through Unreal Engine’s Blueprint system, while enemy AI is implemented using Behavior Trees.