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Tools & Implementation

Unreal Engine - Intermediate

Level Design

  • Blockouts in-engine: fast layout iteration (BSP/Modeling Mode), scale tests, route planning

  • Readability & POI work: guiding sightlines, landmark placement, composition, player flow

  • Encounter spaces: designing arenas/hunting areas with spawn direction, pacing, and pressure points

  • Navigation & traversal: chokepoints, cover lanes, traversal beats, “breathing rooms” between spikes

  • Playtest-driven iteration: adjust geometry, spacing, and pacing based on feedback quickly

Blueprints

  • Comfortable working in Blueprints to implement and iterate on level logic, UI behavior, and interaction flow

  • Built and maintained Blueprint logic for menus, navigation, animations, and input handling

  • Implemented trigger-based events using volumes and state checks to drive gameplay flow, UI prompts, audio cues, and progression

  • Refactored Blueprint systems to improve reusability, readability, and team handoff (parent widgets, shared logic)

  • Debugged and resolved Blueprint-related input, focus, and state issues across menus and gameplay

 

UI/UMG

  • Built full UI flows: Main Menu, Options/Settings, Credits, How-to-Play, Lobby/Server List, Pause Menu, Quit Confirmation, End/Victory screens

  • Implemented controller + PC navigation (focus, back/confirm logic, prompt/action bars)

  • Created reusable button/hover system (parented animations + shared SFX) after refactoring from duplicated widgets

  • Implemented responsive UI scaling (anchors, size boxes, scale boxes, padding) across multiple resolutions
     

Performance & Polish

  • Optimized widgets by switching Text/Images to Not Hit-Testable where applicable

  • Reduced UI overhead by replacing Canvas Panels with Overlays to lower draw calls

  • Fixed input/focus issues (proper input mode setup so UI works immediately on open)
     

Audio / UX Systems

  • Added UI hover/press SFX and tuned timing

  • Used MetaSounds to adjust UI sound behavior and responsiveness

Production Awareness

  • Implemented and configured async loading workflows to preload required assets and ensure stable, seamless transitions between menus and gameplay.

  • Investigated and resolved media playback issues related to packaging and asset load order across platforms

Unity - Intermediate

​Level Design

  • Greyboxing + iteration: building playable blockouts and tuning jump distances, timings, readability

  • 2D/3D hybrid layouts: camera-informed layout decisions, parallax/tilt considerations, clarity

  • Enemy/encounter placement: where/when enemies appear to shape tension and flow

  • NavMesh awareness: enemy pathing constraints, expanding/baking nav areas as layout evolves

  • Team-friendly scene structure: clean hierarchy, prefabs, subscenes/additive loading workflow


Gameplay systems integration

  • Worked with NavMesh and expanded/baked navigation as levels evolved

  • Collaborated on spline-based moving platforms and designer-friendly tooling (editable knots/paths)

Production-friendly workflow

  • Organized scenes/hierarchy for team readability (folders/subscenes, separating collision work)

  • Supported artists with collider workflow guidance (box vs mesh colliders, reusable collider prefabs)

  • Troubleshot regression issues caused by asset swaps / set dressing (colliders removed, scripts broken by prefab changes)

  • Designer tooling mindset: setting up reusable prefabs (colliders, triggers) to speed iteration

C# for prototyping + designer tools

Gameplay systems integration

  • Built modular interactables: gates/doors, levers, rotating gears, moving platforms (editor-tweakable speed/direction/targets)

  • Implemented trigger-based UI prompts (text/icon) for interaction readability

  • Created trigger-driven SFX systems (play sound on player enter, scalable for multiple events)

 

Iteration & refactoring

  • Refactored scripts to handle prefab/asset changes (e.g., gate opener updated from mesh reference → GameObject workflow)

  • Debugged broken behavior after merges/asset swaps and restored functionality

Design-support logic

Systems thinking in scripts: checkpoints/respawn behavior considerations, collision/readability fixes, “don’t break gameplay space” guardrails

Blender — Basic / Familiar

Level Design Support

  • Basic navigation and modeling for blockout and support meshes

  • Simple shape creation and adjustment for level prototyping

  • Preparing assets for engine use (scale, pivots, clean transforms)

  • Exporting meshes to Unity and Unreal for testing and iteration

Version Control knowledge

  • Git (Github, Gitlab)

  • Fork (Rebasing, resolving conflicts, cherry-picking)

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