Team Projects
Single Player First-Person Shooter
Unreal Engine 5 // June 2024 - Present
DuoQ
Lead Game Designer
DuoQ is a meta single player FPS game where players play with a Large Language Model controlled character named Starlight. With her, players will fight through co-op raid-lite encounters and develop a connection with her!
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Managing 3 designers collaborating with a 30+ team for the AGP class at USC
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Worked with the director to establish a creative design vision
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Drafted GDD and other internal documents for team members to reference
Online Combat Cooking Couch Co-op
Unreal Engine 5 // May 2024 - Present
Kobold Kitchen
Gameplay Engineer
Kobold Kitchen is a Online Multiplayer Top-Down game that combines aspects of Overcooked and Monster Hunter. Players take on cooking contracts from dragons and must defeat huge enemies and cook them to earn the money they desperately need.
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Developed a melee-centric combat system with systems to minimize the ping impacts that players would feel in a listen-server setup
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Currently developing online multiplayer supported procedural generation algorithms
First-Person Puzzle Horror
Unreal Engine 5 // January 2024 - May 2024
SCREEN:CAPTURE
Technical Game Designer
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Scripted & Iterated on complex interaction, movement, and AI mechanics
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Developed a scalable Save/Load system that can support future mechanics that need to be saved
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Created a diegetic interactable UI system built on top of Unreal's UMG system
Third-Person Educational Bullet Hell
Unreal Engine 5 // June 2023 - May 2024
Bugnauts!
Gameplay Engineer
In Bugnauts, players take on the role of Chloe, a young entomologist determined to save her island home from the giant Phantom bugs wreaking havoc across its shores. Armed with her trusty net, swing, jump, and battle your way through hordes of magically corrupted insects in this fast-paced 3D projectile action game!
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Developed a complex projectile system with GUI tooling, customizable collision manager, special movement types, and other features
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Scripted flying enemy behavior to simulate the movements of a real life bee
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Worked with designers to add 20+ nodes to Unreal's Behavior Tree
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Developed a rhythm-drven combat system and state machine
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Designed and Balanced 3 attacks for the sole character in the game and integrated it into the combat system
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Implemented a novel scene transition friendly singleton architecture
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Created a visual novel creation tool fully from scratch during the game jame period
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Managed a 7 person team to develop and release a game within the strict timeline of a month for a game jam