Tools & Implementation
Unreal Engine - Intermediate
Level Design
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Blockouts in-engine: fast layout iteration (BSP/Modeling Mode), scale tests, route planning
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Readability & POI work: guiding sightlines, landmark placement, composition, player flow
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Encounter spaces: designing arenas/hunting areas with spawn direction, pacing, and pressure points
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Navigation & traversal: chokepoints, cover lanes, traversal beats, “breathing rooms” between spikes
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Playtest-driven iteration: adjust geometry, spacing, and pacing based on feedback quickly
Blueprints
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Comfortable working in Blueprints to implement and iterate on level logic, UI behavior, and interaction flow
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Built and maintained Blueprint logic for menus, navigation, animations, and input handling
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Implemented trigger-based events using volumes and state checks to drive gameplay flow, UI prompts, audio cues, and progression
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Refactored Blueprint systems to improve reusability, readability, and team handoff (parent widgets, shared logic)
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Debugged and resolved Blueprint-related input, focus, and state issues across menus and gameplay
UI/UMG
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Built full UI flows: Main Menu, Options/Settings, Credits, How-to-Play, Lobby/Server List, Pause Menu, Quit Confirmation, End/Victory screens
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Implemented controller + PC navigation (focus, back/confirm logic, prompt/action bars)
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Created reusable button/hover system (parented animations + shared SFX) after refactoring from duplicated widgets
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Implemented responsive UI scaling (anchors, size boxes, scale boxes, padding) across multiple resolutions
Performance & Polish
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Optimized widgets by switching Text/Images to Not Hit-Testable where applicable
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Reduced UI overhead by replacing Canvas Panels with Overlays to lower draw calls
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Fixed input/focus issues (proper input mode setup so UI works immediately on open)
Audio / UX Systems
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Added UI hover/press SFX and tuned timing
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Used MetaSounds to adjust UI sound behavior and responsiveness
Production Awareness
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Implemented and configured async loading workflows to preload required assets and ensure stable, seamless transitions between menus and gameplay.
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Investigated and resolved media playback issues related to packaging and asset load order across platforms
Unity - Intermediate
Level Design
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Greyboxing + iteration: building playable blockouts and tuning jump distances, timings, readability
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2D/3D hybrid layouts: camera-informed layout decisions, parallax/tilt considerations, clarity
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Enemy/encounter placement: where/when enemies appear to shape tension and flow
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NavMesh awareness: enemy pathing constraints, expanding/baking nav areas as layout evolves
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Team-friendly scene structure: clean hierarchy, prefabs, subscenes/additive loading workflow
Gameplay systems integration
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Worked with NavMesh and expanded/baked navigation as levels evolved
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Collaborated on spline-based moving platforms and designer-friendly tooling (editable knots/paths)
Production-friendly workflow
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Organized scenes/hierarchy for team readability (folders/subscenes, separating collision work)
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Supported artists with collider workflow guidance (box vs mesh colliders, reusable collider prefabs)
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Troubleshot regression issues caused by asset swaps / set dressing (colliders removed, scripts broken by prefab changes)
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Designer tooling mindset: setting up reusable prefabs (colliders, triggers) to speed iteration
C# for prototyping + designer tools
Gameplay systems integration
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Built modular interactables: gates/doors, levers, rotating gears, moving platforms (editor-tweakable speed/direction/targets)
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Implemented trigger-based UI prompts (text/icon) for interaction readability
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Created trigger-driven SFX systems (play sound on player enter, scalable for multiple events)
Iteration & refactoring
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Refactored scripts to handle prefab/asset changes (e.g., gate opener updated from mesh reference → GameObject workflow)
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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
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Basic navigation and modeling for blockout and support meshes
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Simple shape creation and adjustment for level prototyping
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Preparing assets for engine use (scale, pivots, clean transforms)
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Exporting meshes to Unity and Unreal for testing and iteration
Version Control knowledge
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Git (Github, Gitlab)
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Fork (Rebasing, resolving conflicts, cherry-picking)
