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SWORD OF ATLAS
TACTICAL RPG | UNREAL ENGINE 5

SYNOPSIS:

Sword of Atlas is a tactical role playing game that combines strategic grid combat with active time pacing and tactics, taking heavy inspiration from classic RPGs like Fire Emblem and Final Fantasy. The player controls a party of units whose action meters fill up in real time just as their enemies' do, as they unleash skills and gain levels to clear the battlefield and advance the story.

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Sword of Atlas was worked on by a team of 15 students in the Master's EAE program at the University of Utah as part of our thesis project fulfillment. We published it on Steam in 2022.

CONTRIBUTIONS:​

  • Led the systems design vision for the game, helping early to establish core RPG systems (leveling, skills), UI needs, and interplay with enemy and level design.
     

  • Helped construct the key UI states of the game, including the battle screen, message box, and other menus.
     

  • Implemented the systems foundation of the game from the ground up in UE5, such as actor heirarchies, ability/attribute systems, and UI/menu functionality.

THE ARCHON PROJECT

3D ROGUELIKE | UNREAL ENGINE 4

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SYNOPSIS:

The Archon Project is a mid-development roguelike where the player plays out the experiments of Lab 969, a cohort of scientists conducting tests to build the ultimate robotic creature. The player battles enemies, collects their traits, and evolves to become stronger and stronger in this infinite runner.

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The Archon Project is being developed in a team of 9 per fulfillment of our student Projects course. A Kickstarter or continuation into next year is likely, otherwise we plan to publish our game early Summer 2021.

CONTRIBUTIONS:​

  • Designed full list of collectable traits in Trello/Excel, detailing availability, stats, associated abilities, and reasoning for design decisions. Iterations are based on tester feedback.
     

  • Conceived, drew, and scripted "Rebirth Menu" in UMG + Photoshop. Accessible menu that allows the player to unlock the traits they've collected and see them  visibly applied to their character.
     

  • Currently working to perfect combat balance, develop interesting and scalable damage formulae, and continue improving on the game's various systems through feedback.

NIGHTMIST

2D PLATFORMING-RPG | UNREAL ENGINE 4

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SYNOPSIS:

Nightmist is a personal project developed exclusively by myself through Unreal Engine 4's Paper2D engine.

Nightmist is a long-standing dream game to combine the mastery of platforming aspects with the fulfillment of RPG progression, combat, and skill unlocks.

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In this game, the player unlocks various abilities through spending collectables that improve battle prowess and allow them access to new areas. This project does not have a release deadline, but will ideally be published free-to-play in the near future. Sprites were sourced from CC-0 sites.

CONTRIBUTIONS:​

  • Built a functional combat engine from the ground up using Paper2D flipbooks and a large variety of blueprint tools, including C++ data assets, structures, and 2D vector math.
     

  • Scripted a fully-featured skill tree menu through UMG and personally drew 2D artwork in Photoshop, including backgrounds and icons.
     

  • Designed and iterated on levels through feedback of professor/classmate peer feedback to create enjoyable yet challenging pathing and obstacles.

SCRIPTING SAMPLE:

(Click "Fullscreen")

FAMILIAR SOUL

PUZZLE-ADVENTURE | UNREAL ENGINE 4

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SYNOPSIS:

Familiar Soul is a completed 3D puzzle adventure game in UE4. In this game directly integrated with Twitch interactive API, the viewers see hints and items the player cannot - they must communicate through chat and screen clicks where the player needs to go.

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This game was developed in a team of 11. My other producers and I presented this project at U of U's annual "EAE Play," a stream showcasing the school's student games to an audience of 200+ alumni and industry professionals.

CONTRIBUTIONS:​

  • Designed core mechanics related to Twitch incorporation, puzzle mechanics, and various world designs.
     

  • Scripted various functions in UMG for tracking player objectives, chat feedback/retrieval, and other display functions for variables.
     

  • Assisted with production tasks by hosting scrum meetings, keeping track of various pipelines' progress, and resolving problems and disputes that arose during development.

 EXPERIENTIAL | UNITY/C#

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SYNOPSIS:

Disillusion is a completed serious game designed to illustrate the debilitating effects of various anxiety types. The player traverses a dark hallway as they make their way to class, their growing anxiety gradually morphing the way they see their surroundings.

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Our game was constructed in a team of myself, two engineers, and two artists. We completed this project in two weeks, iterating its core concepts over roughly three scrum sprints.

CONTRIBUTIONS:​​​

  • Contributed on various fronts to design, including core systems for "anxiety meter" and related mathematic operations.
     

  • Wrote full implementation for title screen progression/animations in C#, as well as update logic for anxiety meter/display.
     

  • Prepared three overall pitches & presentations with materials via Photoshop and Google Slides.

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