Developed for the SummerTime Game Jam over a period of 2 months, finishing with a rank of 2nd. (CLICK HERE TO CHECK OUT OUR RANKINGS)
Led a team of 10+ people team that included designers, programmers, artists, and modelers.
The game is a top-down shooter inspired by games such as "Jackal" and "Suits for Hire".
You're a retired CIA-agent who has to clean-up after a new MK Ultra experiment gets loose in a hotel.
What I worked on....
Used blueprint logic to create pickups (Ammo & Quest), enemy spawners, interactive objects, a level-transition actor with an animated door, a cutscene framework, and ranged enemy design.
Used UMG to implement UI animations for communicating pickups to player, and created ammo counter attached to cursor.
Designed and blocked out the maps for artists and designers to work off from to polish.
Created tutorial level with interactive tutorial notes to promote exploration and build gameplay familiarity.
Managed project through itch.io page for playtesting and shipping, created showcase video.
Lessons Learned
As team lead, I should've provided stronger vision direction earlier on and avoided such things as team voting with complex concepts.
Need to start using mind maps to help keep track of where certain bits of data is stored and used, as there was much confusion part way through the project when trying to add in mechanics and systems.
Originally developed for the Chill Vibes Game Jam (Feb. 2026) over a period of 6 weeks.
Created "Star Sweep" with a team size of 4 people (2 Designers, a 2D Artist, and a 3D Artist).
The game is an isometric-perspective exploration with a sci-fi space aesthetic, tasking the player with cleaning up junk.
What I worked on....
Used blueprint logic to create Collectibles (Junk & Pickups), Space Stations, NaviPing mechanic, score-tracking system, game music player, and other level assets.
Used UMG to implement scripting and art for the Main Menu, Pause Menu, and Core Player HUD. Provided framework logic for easily updating various HUD elements by other designer.
Designed and created the core level.
Managed project through itch.io page for playtesting and shipping, created showcase video.
Lessons Learned
Should discuss earlier on with other designer(s) on using Actor Components and Level Instances as work arounds to source control issues, especially with a GitHub repository.
It's very helpful and motivating to keep a small scope (lots of CRF early on) and focus on that polish and bughunting stage more so, especially when the entire team can see and experience those efforts together.
I joined a group project to complete a game in 5 days. The group consisted of 3 members, a Game Designer (me), a Programmer, and an Artist.
This became "SplitFire", a unique game inspired by classic on-rails arcade shooters with the unique selling point of managing your weapon to adapt to changing situations.
What I worked on....
Used blueprint logic to create key features such as cutscenes and Player/NPC behaviors.
Designed and created all levels.
Sourced and implemented all music and SFX.
Created simple menu with work from artist.
Created showcase video.
Lessons Learned
It's important to do playtests much earlier than you think, specifically to ensure functionality of core features in packaged products and to correct any player feedback and instruction issues.
Needed better Scope Control and Direction, as we wandered away from the management aspects too much and tried to include features that we couldn't finish by the end.
I joined my first game jam as a 2-person team with an artist.
This became "Welcome to Waves, Inc.", a puzzle game with a Lovecraftian theme involves the player producing otherworldly items to meet a quota.
What I worked on....
Used blueprint logic to create all gameplay and features, as well as implement art assets from team member.
Sourced all audio assets.
Handled source control with GitHub.
Lessons Learned
Learned to cut content very early on (originally planned for multiple levels, expanded item combinations) in order to focus on a polished core gameplay experience.
Sometimes, a small thing that a playtester recommends will not be an easy thing to implement, so playtesting multiple perspectives early on is helpful.