
PORTFOLIO
A tank system created over 2 days. It features tight locomotion, strong audiovisual feedback and simple-to-understand controls. Additionally, it utilises Chaos Destruction via BP for tower destruction, and a scalable damage system using BP Interfaces.
A first person melee + magic duelling system, inspired heavily by TES:IV Oblivion. It features the same basic control scheme as Oblivion, but with a focus on audiovisual feedback for a more exciting and reactive combat experience. The magic system is using projectiles and the Homing Projectile logic to follow the camera direction during activation.
An exploration of third person melee gamefeel for a less grounded fantasy experience. Features strong audiovisual feedback including dynamic blood decals, floating damage numbers and controller vibration.
A third person platformer combat system based on combos. This involved creating a Montage handler component to manage the flow from one attack to another - for example the backflip back leading into the charge forward. This was based around trying to create a simple-to-understand yet highly fluid experience for the player.
A slower paced third person melee system created for a short zombie survival game concept. It features rolling, inspired by Dark Souls, as well as standard melee attacking, a ‘bleed’ system on the zombies to trail blood and lower HP over time, and strong audiovisual feedback with animation pacing to provide the player with immediacy on every input.
Locomotion built for my upcoming game, Alistair Black: Of Gods And Graves. It is inspired by several locomotion systems, including Mirror’s Edge, Dishonored and Amnesia: The Dark Descent. It features sliding, tight control over locomotion, sneaking and dynamic audio based on surface and velocity.
This was a continuation of the third person system on the left. It was altered to match the pacing and tightness of control of the original Ratchet and Clank games, with a dynamically adjusting camera (spring arm location, FOV) based on gameplay as well as faster animation feedback for all inputs (such as jumping, double jumping, landing etc.)
An FPS controller developed as a prototype over a week. It features a hierarchy of actions to handle interruptions (such as meleeing during reload), and a slower-paced horror feel inspired by Resident Evil: Village. The projectiles are based on gun location, with a slight lag on the arm movement vs camera itself in order to try and get players to slow down with their combat, being sure to take aim.

Overview
Generalist reel from 2023.
I have particular skills in:
Level Design (outdoor, indoor, open-world and linear, PVP and PVE)
Systems Design and Implementation
Combat Design, 1st and 3rd Person
Complex Technical Audio Implementation and Music Composition
Rapid Prototyping
Functional UI
Unreal Engine 5
SCREENSHOTS
The screenshots below are from various personal projects. Hover over the image to see descriptions and design information.