
Dynamic Games
As a technical game designer, crafting immersive experiences, and blending technical skills with creativity is a love of mine. Not only am I a team player but I am also an active communicator that does not stop till the job is done. I am always eager to challenge myself and learn as much as I can. Please hang out and explore my creations. I specialize in Unreal Engine but I also like to dabble elsewhere.
"Turning systems into satisfying gameplay”
BombBro
BombBro, a mild mannered Bomb Man, minding his own business bumps into BombPops, a veteran Bomb Man who lost his arms in the war. Hearing his plea for help against the tyrannical BossBot and it's evil minions, BombBro sets out on a mission to take down these villains and save his home world.
Along the way, BombBro will gain help from some...unique allies and learn an ability or two to get to the end to take down the evil BossBot. BossBot plans to use every creature that comes its way as tools to make sure their overall plan comes into fruition.
It is up to BombBro and friends to uncover the secrets of BossBot's plans as well as a way to stop it. Will you help BombBro and will you uncover all there is to find in the world of BombBro.
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Gameplay Trailer
My Technical Contributions
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Built entire gameplay framework in Unreal Engine 5 C++/VS
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Created data-driven ability & Enemy AI system
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Implemented save/load system with Game Instance feature
Timer for Power-up
Checkpoint Function
Current Project
Ranger_Veil
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In the ancient forest of Eryndor, the Shroud—a mystical barrier of starlight and songs—once sealed away the nightmarish Hollow Veil, a realm of endless hunger and twisted reality.
The last Veilwalker is Thalendir Shadowstride, a hooded, battle-scarred male elven ranger in weathered green cloak and rune-etched armor, wielding an ancient yew longbow with leaf-fletched arrows. Immortal and alone after centuries of loss, he guards the fading forest in silence.
When a black-iron lance pierces the Heartroot tree and tears the Shroud, the Hollow begins to awaken. Thalendir crosses the rift into the inverted, memory-devouring other side to hunt the mysterious lance-bearer and seal the breach—or Eryndor and all life fall.
He tracks his prey across warped landscapes, bartering fragments of his past and killing horrors that wear familiar faces. The pursuit ends at a shattered mirror-sea, where Thalendir draws one final arrow from the Heartroot itself for a desperate shot.
Success might mend the Shroud. Failure unleashes oblivion. No one has ever returned from the Hollow.
Teaser Gallery

Aura Awakening

Top Down Adventure
Story Summary
The user plays a powerful Wizard named Valthor Merlin who is trying to find an immense power that started to make its presence known threw the magical realm in which he lived. Valthors power in magic helps him track the whereabouts of where this magic power is coming from. The adventure is a days journey away as he prepares himself with potions and research to embark forth. The world is full of powerful Wizards, will Valthor find this secret power first or will he find other Wizards at play as he emabarks to seek to be the greatest Wizard of the realm.

Project Summary
Aura Awakening is a 3D Top-Down Adventure game that consists of puzzles, obstacles, traps, and more. Peek at some of the gameplay.
Story
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Time taken- 4 weeks @ full time 8hr+ 6 days a week.
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Created using Unreal Engine 5
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The focus was to create a unique Wizard story with Blackout/Greybox utilized and enemy placeholders for future AI movement to be implicated.
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Visual scripting of events.
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Level Sequencer added.
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Materials were created through scripting.
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low poly shapes were created and implemented.
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Market place asset was used for player character.
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SFX/VFX self made through Niagra system and Reaper audio tool.
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AI pictures were utilized in Widgets.
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UI created.
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Audio was created for gameplay music.
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NPC dialogue audio generated.
Rise of Valthor is a fantasy action-adventure, top down game developed in Unreal Engine, centered on Valthor, the most powerful wizard in the world of Eldoria. One fateful morning, Valthor awakens to a strange, overwhelming presence—a mysterious force pulsing through the realm. Driven by ambition and an insatiable hunger for power, he embarks on a perilous quest to uncover the source of this energy and claim it as his own. As he traverses treacherous landscapes, from shadowed forests to ancient ruins, Valthor faces rival sorcerers, mythical creatures, and moral dilemmas that test his resolve. His journey reveals a hidden power tied to the fate of Eldoria, forcing him to decide whether to harness it for dominion or protect the world from its dangers.
PostMortem
What went wrong?
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In designing my level I forgot to use more spherical and rounded out shapes to mask the level to appear as if it was more natural and not man made. This appearance of man made would be suitable for a city but not a fantasy explorer.
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I used BP communications a little too much and over complicated some code.
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I did not create AI for my final product to immolate how I wanted enemies to react.
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Created a targeting code but somehow along the way of visual scripting it somehow deactivated itself, and I have yet to figure out issue.
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In level design or construction of any creation is important, and at the end my level design did not meet my own expectations.
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To recap, I made a playable level with few bugs and a not-so-great combat system. Focus is apparently not where it needed to be but at the end of the day, I can see this project grow.
What went right?
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My primary mechanic and the research I conducted. I was able to expand upon a mechanic found in the teleporter. Not only did it work the way I intended it turned into an intricate part of my level.
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The design fits my target workspace and I was successful in designing the level without incident or delay and had zero fall through glitches.
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The level design met goals intended as I created one start and one end but connected three different paths.
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Created material that was not available within the software.
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Successfully did voice over and created special effects on my own with no outside resource. The same for the visual effects as well.






































