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Roblox Projects

Design Dungeon

 

Multiplayer Capture the Flag — Game Jam (4 Days) — Feb 2026

 

Created in Roblox during a 4-day game jam, this fast-paced multiplayer capture the flag experience challenges players to navigate a dungeon-style map, capture enemy flags, and defend their own. Teams must secure three captures to win.

 

These screenshots highlight moments from that collaborative build.

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Car Testing V2

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Racing Prototype — 2023

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Car Testing V2 is a multiplayer driving experience where players select vehicles from a garage and freely test their performance in an open environment. Designed around exploration and handling, it encourages players to experiment with different cars and driving styles.

 

These screenshots highlight moments from that build

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BulletGrounds Beta

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Prototype Trailer — 2024

 

BulletGrounds Beta is a PvP shooter prototype built around fast-paced combat, multiple maps, and three distinct game modes. Players battle to earn and unlock every weapon in the shop, with full progression required to complete the experience.

 

This trailer showcases core gameplay, map variety, and the progression-driven loop at the heart of the game.

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Ultra Ballista


PvP Prototype — 2022

Ultra Ballista is a fast-paced free-for-all PvP prototype centered on fluid gunplay and player expression. Featuring a custom weapon system with randomized guns, original animations, and unique maps, each match delivers varied and unpredictable combat.

 

Designed to highlight moment-to-moment gameplay, the experience focuses on movement, shooting, and player freedom—encouraging players to jump in, adapt, and have fun without a defined win/loss condition.

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Unreal Engine Projects

Save the Snowman​

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Blockmesh Level Design | 4-Week Production | 2026

 

These screenshots highlight the core level design of Save the Snowman, a time-based first-person experience focused on navigation, readability, and player decision-making. Built as a blockmesh prototype, the level emphasizes clear pathing, strong landmarks, and intentional objective placement over final art.

 

Each scene demonstrates how players are guided through the environment using visual cues, environmental storytelling, and spatial layout. From open exploration areas to more demanding traversal sections, the level is designed to balance freedom with pressure—encouraging players to make quick, strategic choices under a constant time constraint.

 

This project showcases my ability to design for flow, communicate objectives visually, and build engaging gameplay spaces within tight production timelines.

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Target Tumble Trail

 

Level Design — 2026

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Target Tumble Trail is a progression-focused level built around chaining mechanics—where shooting, movement, and puzzle logic work together to drive forward momentum. Players activate targets to open paths, reposition through each space, and adapt to increasing demands on timing and accuracy.

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The experience ramps from controlled target play into risk-heavy navigation, ending with a precision-based puzzle gate that tests both planning and execution. Each section is designed to push players to think ahead while staying mechanically sharp.

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These screenshots showcase the level’s pacing, spatial design, and evolving gameplay challenges.

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Platformer

 

Level Design — 2025

 

A precision platformer starring a fox, built around double jump mobility, fireball combat, and interactive puzzle elements. Players navigate hazards, trigger levers and pressure plates, and manage limited lives while maintaining flow through tightly spaced platforming challenges.

 

These screenshots highlight traversal, combat, and puzzle interactions in action.

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Project Sneaky Sneaky

 

Gameplay Systems / Level Design — 2025

 

Project Sneaky Sneaky is a stealth-focused prototype built around AI-driven NPC behavior and player evasion. Using class-based state machines and Unreal Nav Mesh, I developed multiple NPCs that patrol, detect, and actively chase the player—creating dynamic, reactive encounters.

 

The level is designed to support stealth gameplay, encouraging players to read patterns, avoid detection, and navigate spaces strategically as AI behavior shifts in real time.

 

These screenshots highlight NPC behavior, pathing, and player interaction within the environment.

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Stack-O-Bot

 

Level Design — 2025

 

Stack-O-Bot is a level I designed within Epic Games’ Unreal Engine training framework, using their character and core mechanics. The level guides players through progressively complex challenges, introducing jetpack movement, pressure plates, moving platforms, elevators, fans, and stompers across indoor and outdoor spaces.

 

Each scene builds on the last, combining learned mechanics into layered, skill-based obstacles that emphasize navigation, problem-solving, and mastery of the training systems.

 

These screenshots highlight the level’s layout, mechanic integration, and escalating challenge.

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