Level Design
This page showcases the work I did on projects where I held the role of a Level Designer.
Third-Person
Melee Combat
Pirates!
Project Overview
Dread Anchor is a 3D Third-Person Melee Combat Pirate Game where you play as the undead pirate Captain Blackfish, a humanoid orca who wields a massive anchor. You made a deal with Davy Jones to temporarily rise up and get revenge on your mutinous crew. Wield your deadly anchor to deliver powerful crushing blows, hurl it to hook enemies, and guard against their savage attacks.
My Roles
LEVEL DESIGNER | Defining gameplay metrics, blocking out gameplay spaces, designing moment-to-moment player experience.
GAMEPLAY DESIGNER | Designing and implementing features, creating and balancing combat encounters.
PROGRAMMER/TECHNICAL DESIGNER | Feature implementation, tool creation, systems design, bug fixing and optimization.
Accomplishments - Level Design
Gameplay Prototyping with UE’s Gameplay Ability System (GAS)
Created Hit Box Trace Component for Melee Attacks
Used UE’s ABP State Machine for Character Abilities
Created Enemy AI Behavior with UE’s State Trees
Created Encounter Manager with Wave Spawning
Created Ticketing System for Enemy Attacks
Created Battle Circle System for Enemies with UE’s Environment Query System (EQS)
Created HUD Elements with UE’s Common UI