Third person horror shooter game with a thrilling narrative. I created the whole prototype by my own using Unreal Engine, Photopea, Claude code and Fab assets. What I did:
Designed the core gameplay structure.
Created narrative and story arc for demo.
Own the whole game and brought the game from zero to pitch to publishers.
Developed whole prototype from scratch using mostly my own skills and limited resources for visual assets.
Role: Producer, Game Designer, Full stack Unreal Engine developer
Unannounced UE5 Systems Prototype (PC/Console)
Demo 1
Demo 2
Stealth survival game with meaningful player choices. My role was building the gameplay foundation through a set of interconnected systems designed to work as one coherent loop. What I did:
Designed the core loop and gameplay structure: raids, survival pressure, risk escalation, and shelter routine.
Owned systems design and cross-system balancing: inventory, crafting, stealth, combat, NPC behaviors, and psychological layers.
Defined rules, constraints, and parameters to keep systems readable, scalable, and production-friendly.
Created design documentation and feature specs to support implementation and iteration.
A comedic interactive visual novel focused on timing, delivery, and player-driven pacing. My goal was shipping a complete commercial release with a clean production pipeline, consistent tone, and polished end-user experience. What I did:
Led the project end-to-end: planning, scope control, milestone breakdown, and release execution.
Owned creative direction: humor tone, scene structure, pacing, and overall player experience consistency.
Designed the interactive structure: choice flow, branching logic, replayability beats, and narrative progression rhythm.
Managed outsourcing and production workflow: coordinated freelancers, ensured quality, and kept delivery aligned with timelines.
Prepared the release package: store-ready assets, launch build readiness, and final polish pass.
Key areas:
Production planning • Scope control • Creative direction • Pacing & scene flow • Narrative • Team management • Release preparation • Marketing and PR
Action/Stealth project built in Unreal Engine 5. I worked as a Gameplay Designer and later as Unreal Engine developer, contributing both design and in-engine delivery within a large production pipeline. What I did:
Designed and delivered gameplay mechanics aligned with the project’s core loop.
Authored design documentation and feature specs to support cross-team implementation and iteration.
Implemented gameplay mechanics directly in UE5 using Blueprints, taking features from design to a playable build.
Set up animation integration for mechanics, including state/transition logic and gameplay-to-animation connections.
Delivered 2 gameplay mechanics end-to-end and supported production iteration on 3 additional mechanics.
Collaborated with a 40-50 person team across design, engineering, and art to ship stable, testable builds.
Key areas
Gameplay mechanics • Systems design • UE5 Blueprints • Animation setup • Gameplay state logic • In-editor implementation • Feature delivery to playable build • Design documentation • Cross-team collaboration • Production pipeline
A curated collection of 8 shipped hyper-casual mobile projects, where I owned full game design scope from concept to launch. Across these titles, I focused on building strong core loops, scalable meta/progression, and clean monetization-ready systems. I also worked on Live Ops improvements, delivering gameplay and monetization iterations after release. Some of these projects were developed in collaboration with leading hyper-casual publishers, including Voodoo, Supersonic, and Homa. Key areas
Core loop design • Systems and meta progression • Economy and balancing • Monetization design • Rapid prototyping • Live Ops iterations • Release-ready delivery