


My passion for game design ranges from experimental passion projects to working full time for a AAA studio. I love creative challenges and forming strong relationships along the way. Discover my portfolio below.
Dynamic Games




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Story Summary
The user plays as Howitzer a Bio mutant who was created by a mad scientist to use as a weapon of war. Howitzer escaped the lab and was never to be found. Fast forward 10 years and now he serves as a space bounty hunter who is just trying to bring peace to the world as he captures the most dangerous beings in the galaxy.
Tile Based Action Adventure

Bio Mutant is a Tile-Based/Grid-Based action adventure game that takes place in an industrial wasteland set in the future with an Isometric setting.
PostMortem
Project Summary
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Time taken- 4 weeks @ full time 7hr+ 6 days a week.
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Created using Unreal Engine 5
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The focus was to create an arena style of play using tile-based programming.
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Actor component sequence was used for the grapple.
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Pickups added with a collectable system.
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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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UI created. too show map and directional hud.
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Utilized scrum development using Click-Up
What went right?
What went wrong?
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My main mechanic the grapple came to fruition and was implemented in the game with little drawback..
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The level design of a closed in arena with tile based movement was fresh for me and I was able to give it story and a fun aesthetic.
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Created my grappling hook using Maya and utilized it by using an actor sequence component.
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Create SFX and used Epic SFX for Howitzers voiceover..
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Made a blueprint actor collectable that was needed to open paths for advancement in the game.
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In the beginning the research did not come easy. It took countless hours and many failed attempts before I produced a solid mechanic.
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I had to move on from my initial mechanic (the teleporter) because it did not fit what I wanted as a primary mechanic. This changed the way I was to move throughout the level..
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Working on the grapple mechanic I was unable to use anything but hard code for the function which is not good for clarity of code.
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I found myself diverting to more research than expected where more time was taken from actual level design.
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Animating the grapple not only took sixty percent of my time but it also did not come out how I had planned.