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Other Projects

Here you will find a variety of projects that I completed as part of my studies.

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Rise of the Undead

Survival Horror, PEGI 12

Play as a journalist in Zombie City - fight, survive, and expose the truth.

Rise of the Undead is a single-player 3D zombie game where you play as a fearless journalist chasing the world’s most dangerous story. In a city overrun by the undead, you must fight through the streets, survive relentless hordes, and uncover the key to the safe zone—all while documenting the fall of civilization.

Gameplay Video

Screenshots

Overview

Rise of the Undead is a survival horror game that immerses players in a post-apocalyptic city overrun by zombies. Assuming the role of a determined journalist, players navigate treacherous urban landscapes to uncover the key to a safe zone and report on the city's dire state. The game blends intense combat, exploration, and environmental puzzles to deliver a gripping experience.

Project Design Goals

  • Create an Immersive Open-World Environment
    Design a detailed post-apocalyptic cityscape with diverse areas that encourage exploration and convey urban decay.​
     

  • Develop Engaging Combat and Survival Mechanics
    Equip players with varied weapons for dynamic combat and incorporate resource management to enhance strategic gameplay.​
     

  • Implement a Functional Crafting System
    Enable players to collect resources and craft weapons and tools, promoting adaptability and personalised survival strategies.​
     

  • Craft a Compelling Narrative
    Position players as journalists uncovering the city's plight, intertwining storytelling with gameplay to motivate progression.​
     

  • Establish a Cohesive Art Style
    Adopt a dark, gritty aesthetic influenced by titles like Dead Island and Fortnite to enhance the survival horror atmosphere.

1
Team Size
Level design and environment art.
Role
Completion
May 2023
Windows PC​
Platform
Unreal Engine 5
Engine
Tools Used
Autodesk Maya, Substance Painter

​Game & Level Design

Features I designed and built for Rise of the Undead:
 

  • Narrative and Environmental Design
    Developed the storyline, characters, and locations, integrating environmental storytelling elements like abandoned vehicles and makeshift barricades to convey the game's backstory and enhance immersion.​
     

  • Open-World Level Design and Pacing
    Designed and constructed a post-apocalyptic cityscape with diverse buildings, streets, and alleys, balancing moments of tension and relief to encourage exploration and maintain player engagement.​
     

  • Combat Encounters and Resource Placement
    Strategically designed enemy compositions and waves, placing zombies and resources such as health packs and ammunition to balance difficulty and reward exploration.​
     

  • Cover and Crafting Systems
    Implemented destructible and non-destructible cover elements to enhance combat strategy, and developed mechanics for resource collection and crafting of weapons or tools, adding depth to gameplay.​
     

  • HUD Customisation and Audio Design
    Designed an intuitive user interface providing essential information without cluttering the screen, and coordinated voice acting, recorded dialogues, and sound effects to bring characters and the environment to life.​
     

  • Lighting, Atmosphere, and Bug Fixes
    Applied lighting techniques to create a tense, foreboding atmosphere suitable for a survival horror setting, and addressed development challenges by implementing tweaks and workarounds to ensure a smooth gameplay experience.

Scripting (UnrealScript)

Key scripted systems and gameplay logic I implemented:

  • Gameplay Mechanics and Environmental Interactions
    Scripted interactive environmental puzzles and dynamic events triggered by player actions, enhancing engagement and immersion.​
     

  • Combat Systems
    Designed and implemented weapon functionalities, including shooting mechanics, reloading, and melee attacks, ensuring responsive and balanced combat experiences.​
     

  • User Interface Integration
    Developed dynamic HUD elements, notifications, and prompts to provide players with essential information intuitively, contributing to a seamless gameplay experience.​
     

  • Audio Implementation
    Integrated sound effects and music transitions based on in-game events and player actions, enhancing the atmospheric tension appropriate for a survival horror setting.​
     

  • Optimisation and Debugging
    Identified and resolved scripting issues, optimised performance, and ensured compatibility across various platforms to deliver a smooth and immersive gameplay experience.

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A Tale of Two Shrooms

3D Platformer, PEGI 12

A Tale of Shroom Heroes: Biggie and Twiggy.

Embark on an exciting cooperative adventure in the vibrant Mushroom Kingdom. Play as two unlikely mushroom heroes navigating lush forests and mysterious caves. Together, master parkour challenges, solve intricate puzzles, and use teamwork to save your land from an ancient evil.

Gameplay Video

Screenshots

Overview

A Tale of Shroom-Heroes: Biggie and Twiggy is a vibrant co-op platforming adventure where players control two unlikely mushroom heroes on a mission to save their magical kingdom from an ancient evil. Designed for both casual and experienced audiences, the game emphasizes teamwork, exploration, and constant mechanical innovation across whimsical environments like enchanted forests, mysterious caves, and lush gardens.

Inspired by It Takes Two, the project showcases cooperative mechanics, environmental puzzles, stylized art, and light scripting to bring the world and its characters to life. Built using Unreal Engine 5.3, it was developed as part of a team-focused project to refine skills in 3D level design, world-building, and collaborative gameplay systems.

Project Design Goals

  • Build a Cooperative Adventure Experience
    Design levels and mechanics that require two players to work together, each controlling characters with unique, complementary abilities.
     

  • Create Mechanically Varied Gameplay
    Implement fresh mechanics and puzzles in each level to keep the experience engaging and unpredictable, avoiding repetition.
     

  • Demonstrate Level Design Principles
    Emphasise spatial exploration, hidden collectables (golden mushrooms), and environment-based storytelling to guide players intuitively.
     

  • Establish a Unique Fantasy Tone
    Use a stylised, colourful art direction to create an imaginative world that balances charm and whimsy with subtle danger.
     

  • Deliver a Playable Demo Level
    Showcase key mechanics, cooperative systems, and the dynamic between characters in a complete, polished sample level.
     

  • Prototype with Limited Resources
    Develop gameplay and scripted sequences without full-time programmers, focusing instead on using Unreal Engine’s visual scripting and level design features.

2
Team Size
Concept, BSP building, prop and texture placement, lighting, combat encounters, pathing, event scripting, pacing, gameplay scripting.
Role
Windows PC​
Platform
Unreal Engine 5
Engine
Autodesk Maya, Substance Painter
Tools Used
May 2024
Completion

​Game & Level Design

Features I designed and built for A Tale of Shroom-Heroes: Biggie and Twiggy:
 

  • Co-op-based level layout and character-switching puzzles

  • Mechanic-driven level design inspired by It Takes Two

  • Environmental storytelling across forest, cave, and garden settings

  • Golden mushroom collectibles and reward-based exploration

  • Progression-based gameplay with platforming, switch puzzles, and moving elements

  • Dynamic character interaction and role-based challenges

  • Camera framing and level readability tailored for two players

  • Scene transitions, intro setups, and post-puzzle flow

  • Created stylized 3D level assets using Maya and Substance Painter

  • Collaborative input on enemy placement, environmental hazards, and traversal pacing

Scripting (UnrealScript)

Key scripted systems and gameplay logic I implemented:
 

  • Co-op trigger systems (both characters must activate to proceed)

  • Puzzle elements: pressure plates, timed platforms, push/pull blocks

  • Custom blueprint scripts for player abilities (jump, dash, interact)

  • Environmental animations triggered by character interactions

  • Unlockable collectible system (golden mushrooms)

  • Simple event-based boss encounter using matinee-style sequences

  • On-screen prompts and interaction logic using UMG

  • Playtesting-driven iteration for better pacing and challenge balancing

  • All scripting done using Unreal Engine’s Blueprint system

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Hammer Blow

3D Platformer, PEGI 3

Be first to the finish line in this obstacle frenzy!

Hammer Blow is an online battle royale, platform game that brings lots of fun and laughter whilst competing with other players. Run and jump through a 3D bright colourful backdrop dodging obstacles and hammers whilst trying to reach the finish line first!

Gameplay Video

Screenshots

Overview

Hammer Blow is a vibrant and fun online battle royale platformer that encourages chaotic competition and laughter among players. Drawing inspiration from titles like Fall Guys and Crab Game, the game focuses on accessible, energetic gameplay set in a colorful 3D cartoon-style environment.

 

Rated PEGI 3 and designed for all ages, the goal is to survive and outpace other players across a series of dynamic and playful obstacle courses, without overly punishing failure.

Project Design Goals

  • This was one of my first projects using new software tools I was learning at the time, including Unreal Engine and Maya.

  • The goal was to create a fun, engaging, and chaotic level similar to Fall Guys or Wipeout.

  • Wanted to explore the balance between challenge and accessibility for players of varying skill levels.

  • Focused on creating a vertical level that encourages movement, jumping, and experimentation.

  • Prioritized creating gameplay that feels light-hearted, fast-paced, and replayable.

1
Team Size
Concept, BSP building, prop and texture placement, lighting, obstacle encounters, pathing, event scripting, pacing, gameplay scripting.
Role
Windows PC​
Platform
Unreal Engine 4
Engine
Autodesk Maya, Substance Painter
Tools Used
May 2022
Completion

​Game & Level Design

Features I designed and built for Hammer Blow:
 

  • Chaotic, fast-paced course design inspired by Fall Guys and Wipeout

  • Multiple path options from the start (bounce pads vs. narrow beams)

  • Progressively difficult obstacles to guide learning and ramp up challenge

  • Checkpoint-based respawn system for accessibility and replayability

  • Environmental navigation elements like tunnels, vertical climbs, and rotating platforms

  • Breakable walls, moving hammers, and bounce traps for high-momentum movement

  • Focus on fun-first level layout with lighthearted pacing and freedom of approach

  • Visual design and level flow aimed to encourage experimentation and momentum

Scripting (UnrealScript)

Gameplay systems and mechanics I implemented using Unreal Engine's Blueprint system:
 

  • Player death and checkpoint respawn logic

  • Interactive environment elements:

    • Breakable walls

    • Moving bumpers and hammers

    • Bounce pads and spinning floors

  • Trigger volumes for player-object interactions and obstacle activation

  • Blueprint scripting to handle collision-based feedback and reset systems

  • Challenges with bumper collision resolved through iterative debugging and tutorials

  • Gained hands-on experience with visual scripting and logic structuring

  • Learned by building, testing, and referencing Blueprint tutorial content

  • Strengthened confidence in problem-solving and game logic implementation

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