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.