(Hardspace Shipbreaker, Homeworld 3, Minecraft Legends, Warcraft I & II: Remastered, Homeworld: Deserts of Kharak)
🎮 Genre: Multiplayer / VR | 👥 Team Size: 28 | 🛠️ Engine: Unreal Engine 5
Designed and iterated on gameplay tools, player controls, and interaction systems for an Unannounced project.
Balanced object interaction weights and feedback for a physics-based tool
Prototyped and tuned player input responses, damage rules, and environmental cues
Supported the design of internal tools like gameplay gyms for feature testing and iteration
I collaborated with senior designers to improve usability and consistency across builds. I also strengthen iteration and documentation skills in a live production environment.
Always excited to chat more about the details if you're curious!
🎮 Genre: Multiplayer / Shooter | 👥 Team Size: ~40
Performed in-depth analysis of core gameplay mechanics, level design, and difficulty balancing to identify areas for improvement in the overall player experience.
Documented detailed reports and provided actionable feedback directly to the development team, contributing to bug resolution and design iteration.
🏆 Award: 2nd Place
🎮 Genre: Point & Click / Casual / F2P
🕹️ Role: Gameplay / Level Designer
👥 Team Size: 5 | 🛠️ Engine: Unity
🏆 Award: Best Overall Game
🎮 Genre: Arcade / Pinball
🕹️ Role: Level Designer
👥 Team Size: 8 | 🛠️ Engine: Unity
🏆 Award: Best Board Game Project
🎮 Genre: Deduction / Management
🕹️ Role: Boardgame Designer
👥 Team Size: 3
🎮 Genre: Psychological Horror
🛠️ Engine: Unreal Engine 5 | 🕛 Duration: 1 month
🎯 Design Focus: Atmospheric Pacing & Tension, Orthogonal AI Encounters , Environmental Storytelling
🎮 Genre: Turn-based RPG
🛠️ Engine: Unreal Engine 5 | 🕛 Duration: 5 days
🎯 Design Focus: Tactical Encounter Design, Spatial Topology, Rapid Prototyping
🎮 Genre: Psychological Horror | 🛠️ Engine: Unreal Engine 5
This project I am focusing on explores psychological dread through systemic design and spatial tension!
Script systemic AI models that dynamically adapt to player styles for unpredictable encounters.
Design uncanny environments, using spatial flow to build dread over traditional tropes.
Iterate mechanics in UE5 Blueprints to ensure high-polish, player-centric feedback loops.
Genre: Top-down Shooter
Role: Game Designer, UI Artist
Team Size: 5 | Engine: Unity
Duration: 4 days
Genre: Platformer
Role: Project Manager
Team Size: 5 | Engine: Unity
Duration: 3 months
Genre: Quick-Reaction
Role: Generalist
Team Size: 3 | Engine: Unity
Duration: 5 months