


Dynamic Games
As a technical game designer, crafting immersive experiences, blending technical skills with creativity is a love of mine. Not only am I a team player but I am also an active communicator that does not stop till the job is done. Always eager to challenge myself and learn as much as I can. Please hang out and explore my creations.
BombBro, a mild mannered Bomb Man, minding his own business bumps into BombPops, a veteran Bomb Man who lost his arms in the war. Hearing his plea for help against the tyrannical BossBot and it's evil minions, BombBro sets out on a mission to take down these villains and save his home world.
Along the way, BombBro will gain help from some...unique allies and learn an ability or two to get to the end to take down the evil BossBot. BossBot plans to use every creature that comes its way as tools to make sure their overall plan comes into fruition.
It is up to BombBro and friends to uncover the secrets of BossBot's plans as well as a way to stop it. Will you help BombBro and will you uncover all there is to find in the world of BombBro.
BombBro
Current Project
Aura Awakening
Rise of Valthor is a fantasy action-adventure, top down game developed in Unreal Engine, centered on Valthor, the most powerful wizard in the world of Eldoria. One fateful morning, Valthor awakens to a strange, overwhelming presence—a mysterious force pulsing through the realm. Driven by ambition and an insatiable hunger for power, he embarks on a perilous quest to uncover the source of this energy and claim it as his own. As he traverses treacherous landscapes, from shadowed forests to ancient ruins, Valthor faces rival sorcerers, mythical creatures, and moral dilemmas that test his resolve. His journey reveals a hidden power tied to the fate of Eldoria, forcing him to decide whether to harness it for dominion or protect the world from its dangers.
Teaser Gallery
Traveler

Third Person walking Simulator
Story Summary
The user is Murdock a time traveler from the future. Murdock was sent by the high council to find lost relics that will help bring peace and balance to the galaxy. All relics are to be known lost on Earth and it's Murdock's job to bring them home. What time, what place is to be the riddle solved.
Project Summary
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Time taken- 4 weeks @ 12-14 hour days
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Created using Unreal Engine 5
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Playing a s a time traveler hoping to expand to new worlds and exploration.
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Visual scripting
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Level Sequencer added.
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Materials were created through scripting.
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low poly shapes were created and implemented.
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Market place asset was used for player character.
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Ledge grab was created through line trace and collisions.
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Persistent leveling was utilized.
PostMortem
What went right?
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Planning the design for Escape SPQR, creating a workflow, and conducting research of modern and late Rome for my mood board.
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BlockMesh went as planned. Creating 30x30 grid along with 10x10 grid to the next section of the 3-section level. Covered the void was a big first take for me so I had to make sure the geometry was perfect for my setting. Laying down the BlockMesh on my grids was the most satisfying thing about putting the Matrix together.
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Added level sequences and utilized cinematic cameras for MP4 output and gameplay cutscenes.
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Created blueprints for gameplay mechanics such as a tactical light and a wall switch.
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Organized assets to create a coliseum and other landmarks like, church, a farm and a jail.
What went wrong?
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Spent hours upon hours of messing with the landscape. This took time from my actual level design as I had to double my efforts just to get back on track.
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I used BP communications a little too much and over complicated some code.
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. Failed to change half of my blockmesh to static mesh, going backwards took time away from moving forward with the project.
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Failed to migrate assets over properly, again taking too much of my time.
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Some level sequences were not properly timed, allowing rendering issues because the time lapse was not spaced out adequately.

