Save the Snowman — Gameplay Overview
Blockmesh Prototype | 4-Week Production | 2026
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Save the Snowman is a single-player, first-person winter level built around time pressure, exploration, and player choice. The goal is simple: collect six survival items before the snowman melts, using optional objectives to strategically delay the timer.
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Created as a blockmesh prototype in a 4-week production cycle, this project focuses on core level design skills—clear pathing, readable objectives, and tightly integrated mechanics—over final art.
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This gameplay highlights key systems including snowball interaction, icy traversal, and parkour, demonstrating how players balance speed, risk, and exploration under pressure.
Target Tumbleweed Trail Level Design Overview
FPS Prototype | 4-Week Production | 2026
Target Tumbleweed Trail is a target-driven traversal level that blends precision shooting, resource management, and puzzle-solving into a tightly paced player experience. Players must carefully manage a limited bullet supply to activate targets, unlock gates, and control their progression through the level.
Each phase introduces a new layer of challenge—starting with efficiency-focused target gameplay, shifting into high-risk platforming with meaningful fail states, and culminating in a logic-based number puzzle that gates the final path forward. The design encourages deliberate decision-making, rewarding accuracy, planning, and adaptability.
The result is a focused, mechanic-driven level that balances tension and progression while showcasing strong pacing, system integration, and player-first design.
Platformer Level Design Overview
Platformer Prototype | 4-Week Production | 2026
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Platformer is a precision-driven experience built around mobility, combat, and layered puzzle interaction. Players control a fox with a double jump and ranged fireball attack, navigating a hazard-filled environment where timing, positioning, and decision-making define success.
Core systems work together to drive progression—levers and pressure plates dynamically control doors and pathways, encouraging experimentation and route planning, while spikes and a limited life system introduce meaningful risk and reinforce careful execution. Combat is integrated into traversal, allowing players to eliminate threats or outmaneuver them through skillful movement.
The level follows an Introduce, Practice, Master structure, gradually building player confidence before increasing complexity and precision demands. Platform spacing, enemy encounters, and projectile behavior were refined through playtesting to ensure fairness, responsiveness, and player agency.
The result is a tightly tuned platforming experience that blends movement, combat, and puzzle-solving—demonstrating strong gameplay balance, intentional difficulty scaling, and player-focused design.
Magical Mayhem Adventure Game Overview
Adventure Prototype | 4-Week Production | 2025
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Magical Mayhem is a systems-driven adventure game focused on combat, mobility, and player survivability within a modular framework. Built as part of a class assignment, the project emphasizes how interconnected mechanics create a cohesive and engaging player experience.
Players utilize a spellbook system featuring health restoration, enhanced leaping, and ranged fireball attacks—supporting multiple approaches to traversal and exploration. A mage NPC delivers contextual dialogue that explains each spell and guides players on when to use them in upcoming puzzles and scenarios, reinforcing learning and smooth progression.
A checkpoint system maintains forward momentum, while a lightweight inventory system supports pickups and interactive items, encouraging exploration and strategic decision-making. Health management ties these systems together, creating tension and rewarding efficient play.
The result is a focused adventure experience that blends exploration, progression, and guided learning—demonstrating strong system integration, gameplay clarity, and player-centered design.
Space Shooter Gameplay Systems Overview
Arcade Prototype | 1-Week Production | 2025
Space Shooter is a top-down arcade experience built in Unreal Engine as a class assignment, focused on wave-based encounters and responsive player feedback. I implemented core systems from scratch, including projectile shooting, a wave spawner, and tracking for score, lives, and progression.
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A Game Mode-driven flow handles menu, gameplay, pause, and reset states, supported by a custom HUD for clear, real-time feedback.
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I elevated the project with added polish—an intro sequence with audio, layered sound effects for key actions, a countdown tick between waves, and refined UI styling. The player ship features dynamic visual feedback, shifting from blue emissive to flashing red on damage.
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The result is a tight, feedback-driven arcade loop that highlights strong system design, clean UI integration, and impactful gameplay polish
Blockmesh 2 Adventure Exploration Level Design Overview
Arcade Prototype | 1-Week Production | 2025
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Blockmesh 2 is an adventure exploration level built around clear player guidance, vertical traversal, and intentional pacing. Structured into Start, Focal Point, and End, the level uses sightlines and camera framing to naturally pull players forward and upward.
A rhythm of prospect and refuge spaces creates tension and release, encouraging exploration while teaching climbing and navigation through play. Gates and one-way valves control progression and prevent backtracking, reinforcing purposeful movement and flow.
The result is a clean, vertically driven experience that emphasizes readability, momentum, and guided exploration—showcasing strong fundamentals in player flow and spatial design.
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