MY PORTFOLIO
Knight's Redemption


01
Platformer - Action - Adventure

Knight's Redemption
DESIGNER
Knight’s Redemption is a 2D action platformer that follows a fallen knight on a journey of vengeance and redemption. Set in a dark, medieval world, the game features responsive controls, custom ability mechanics, and enemy encounters that challenge both reflex and strategy.
Built using Unity and Construct 3, this prototype showcases core gameplay systems including directional melee attacks, power-up collection, and boss-style enemy behavior. The project highlights my focus on polished character control, animation syncing, and combat-driven design.
Phantom Rush

02
Infinite Runner - Action - shooter

Phantom Rush
INDEPENDENT
Project Overview
Phantom Rush is a fast-paced third-person action game where players control a spectral warrior navigating treacherous environments using ghost-phasing mechanics, physics-driven obstacle systems, and unlockable abilities (e.g., projectile combat). Developed entirely solo in Unreal Engine 5, this project demonstrates my expertise in:
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Full-cycle game development: Designed, coded, and polished all mechanics (movement, AI, UI, progression) from concept to prototype.
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Advanced UE5 systems: Implemented procedural level generation, particle effects (Niagara), and dynamic HUD elements.
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Problem-solving: Balanced risk-reward mechanics (e.g., energy orb placement, ghost enemy detection logic).
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Cross-disciplinary ownership: Managed art direction, sound design, and technical implementation alone.
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Scalability: Modular codebase allows future expansion (e.g., ability upgrades, new level themes).
Project Soul

03
Metrodvania - Action Game

Project Soul
Producer
Soul Project is a 2.5D action-adventure about a young knight reclaiming a cursed town from demonic forces. As Producer and Gameplay Programmer, I led Scrum production (stand-ups, sprint planning, and task allocation) and coordinated the team across milestones. I conceived and implemented the core Soul Mirror mechanic and its related gameplay, including camera state switching, arena combat setups, and special interactions. I also owned scene management and game flow, implementing additive scene loading, save points, checkpoints, and overall combat polishing to ensure a smooth, end-to-end experience.
Storm Gambit


04
Strategy - Chess Expansion - Storm Gambit

Storm Gambit
Design and Developement - From A to Z
Storm Gambit is a Unity prototype where I built a chess-meets-spells tactics loop with a focus on clean, extensible gameplay architecture and multiplayer readiness. I implemented the core chess board runtime (piece placement, legal-move validation, capture/promotion/castling flow, win conditions) and layered in a data-driven card + spell system that lets players trigger powerful effects like Teleportation and Resurrection through dedicated spell UIs and turn-based rules.
What I delivered (highlights for employers):
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Server-authoritative multiplayer (Unity Netcode for GameObjects): turn ownership, validated move requests via ServerRPCs, and state sync to clients via ClientRPCs (including captures and castling rook moves).
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Robust board state + indexing: stable piece IDs, board/index rebuild utilities, and safe client-side “visual apply” functions to prevent desync and stray pieces.
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Spell framework + UX: ScriptableObject-based card data, hand/deck draw system, and spell UIs that guide multi-step actions (select piece → select target square), with rules gating (my turn, free spell once per turn).
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Resurrection pipeline: graveyard tracking, dynamic button generation from captured pieces, nearest-available spawn logic when a starting square is occupied, and consistent behavior in offline + network play.
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Gameplay feedback hooks: interaction locks, hover highlighting, audio triggers, and a one-turn “Divine Protection” shield with automatic expiry driven by turn events.​


