


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

Describe your image

Describe your image

Describe your image

Describe your image
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
-
Time taken- 4 weeks @ full time 7hr+ 6 days a week.
-
Created using Unreal Engine 5
-
The focus was to create an arena style of play using tile-based programming.
-
Actor component sequence was used for the grapple.
-
Pickups added with a collectable system.
-
low poly shapes were created and implemented.
-
Market place asset was used for player character.
-
UI created. too show map and directional hud.
-
Utilized scrum development using Click-Up
What went right?
What went wrong?
-
My main mechanic the grapple came to fruition and was implemented in the game with little drawback..
-
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.
-
Created my grappling hook using Maya and utilized it by using an actor sequence component.
-
Create SFX and used Epic SFX for Howitzers voiceover..
-
Made a blueprint actor collectable that was needed to open paths for advancement in the game.
-
In the beginning the research did not come easy. It took countless hours and many failed attempts before I produced a solid mechanic.
-
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..
-
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.
-
I found myself diverting to more research than expected where more time was taken from actual level design.
-
Animating the grapple not only took sixty percent of my time but it also did not come out how I had planned.