Shipped Projects
Hallowed Crucible Demo
Role: Solo Developer | Engine: Unreal Engine 5
What started as a fun experiment to combine Dark Souls and Call of Duty became a systems-driven FPS roguelike built in Unreal Engine 5, designed around layered combat, progression, and elemental interactions. The project was developed as a modular gameplay framework rather than a single-use game, allowing mechanics to scale and interoperate.
Core Gameplay Systems:
Combat & Player Framework – stamina, damage typing, weapon behavior
Enemy AI & Encounter Logic – behavior systems, wave pacing, difficulty scaling
Progression & Meta Systems – perks, modifiers, persistent upgrades
Elemental Status System – stacking, synergies, peak-triggered effects
Gameplay Architecture – modular, data-driven, event-based system design

Survival Game Prototype








Environment & Atmosphere:
Dynamic day/night cycle with atmosphere-driven lighting
Procedurally generated landscape
Global wind controller affecting foliage and ocean surface behavior
3D clouds that exist in the world as objects (not just volumetric clouds or billboards)
Water Simulation (Gerstner Waves):
Physically-inspired layered wave motion
Buoyancy & floating physics
Player swimming & diving mechanics
Water-plane camera interaction
Underwater visual effects
Featured Prototype


A systems-focused Unreal Engine prototype built to explore large-scale environmental simulation, procedural worlds, and player interaction with dynamic ecosystems. This project served as a technical research sandbox rather than a traditional game.
Survivors-Like
A systems-driven reinterpretation of the survivors genre that emphasizes player agency and class-based progression over idle mechanics.
Key Systems
Manual, player-selected attack abilities
Class-driven automatic upgrade paths
Wave-based enemy spawning and difficulty scaling
Progression loop designed around pacing and build identity
Additional Prototypes
Parkour Movement and Time manipulation
A prototype exploring first-person movement systems, time manipulation and traversal mechanics in Unreal Engine. The focus was on building responsive character control and momentum-based movement.
Key Systems
Core movement logic combining running and jumping
Physics-aware momentum and airborne control
Environment-aware traversal (roof-to-roof jumps and spatial navigation)
Basic level layout emphasizing flow and player pacing
This prototype served as a movement systems experiment to refine control feel, player world interaction, and traversal dynamics within a first-person context.

