Documented and managed the design and development of the project with Codecks
Designed and playtested game systems
Worked with Unreal Engine 5 to implement assets and build the level design
MY CONTRIBUTION
Created a one-page-design to create a the concept overview
Designed the player character and narrative description towards the target audiance
Designing Core Sytems
Player Movement
Basic movement ⇒ walking, running, jumping, movement behavior on slopes
Belly slides
Edge climb
Even System
Desiged and visualized its functionality
Desiged quest board as instant player feedback
Created interactable World Map
General functionality ⇒ keybindings: open / close / place marker / delete marker, character state, exploration progress through for of war
Playtested its functionality and iterated the design
Level Design
Designed the map layout, with focus on point of interests and quest locations
Built the map layout in engine
Scripting an adaptive environment and paths through the engine intern procedural content generation
Implemented handcafted point of interests
Drill Y-42
Project Introduction:
Drill Y-42 is a steampunk themed endless runner, where the player drills through the earth to the next safe cave. Gathering resources, knowledge and tool upgrades in small tunnels found along their way.
During the development I collaborated with the art department and a designated engineer!
Created a level design for a procedural generation
Playtested and iterated
MY CONTRIBUTION:
Prototyped a whitebox level for proof of concept and early play test
Designed and built modular tunnel segments, for a procedurally generated cave system
Designed varients of segments with different shapes, sizes, slopes and layouts to reduce repetition and improve exploration variety.
Created modular level segments with varied layouts, designed to support both gameplay flow and environmental diversity
Maintained seamless connectivity between segments within the modular generation system
Iterated lighting within level segments to enhance atmosphere, readability, and overall player experience
Designed planned biomes for player and story progression and environmental variation
Focused on clear differences in color, sound and set dressing
Planned mechanic, tool, upgrade and resource unlock
Balanced player movement ⇒ walking, running, jumping
Worked with Unity Tools to create and iterate a modular level ⇒ ProBuilder, PolyBrush
Worked with Confluence and Jira, for documentation and task tracking
Power of Goo
Project Introduction:
Power of Goo is a 2D Pixel Art Platformer / Metroidvania in which the player progresses through various levels, facing different obstacles, be it environmental or a hazardous enemy. The player will obtain new abilities throughout the playthrough which they will need to access new areas.
During the development I collaborated with the art- and engineering department, to create this project
Coordinated the development progress, supported team members and resolve conflicts
Designed UI/UX and worked on SFX
MY CONTRIBUTION:
Designed and prototyping player movement ⇒ walk, jump, double jump, crawl
Designed and playstested combat system
Designed a two-step combat system, where enemies must be stunned to be damaged ⇒ spit, punch
Designed two enemies with unique combat, visual, sound and behaviour
Designed a boss fight, with two separate phases and built the boss arena
Designed a tutorial with focus on a visual showcasing
Designed and Implemented UI/UX
Researched UI References for clear vision
Designed Wireframe and Flowchart for visualization
Implented the UI into engine
Researched, edited and combined SFX and music snippets to match the game's audio direction
Wrote the intro's narrative, designed its visual direction, directed the voice-over and edited the final audio with music and ambient sound
Contact
5
Elements
Text
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This is underlined and this is code: for (;;) { ... }. Finally, this is a link.
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Preformatted
i = 0;
while (!deck.isInOrder()) {
print 'Iteration ' + i;
deck.shuffle();
i++;
}
print 'It took ' + i + ' iterations to sort the deck.';