This solo project was developed as part of a Level Design class, combining mechanic scripting with level implementation. The system features a reflective laser that bounces off designated surfaces, interacting with multiple object types in different ways. The mechanic was integrated into a fully playable puzzle-focused level, showcasing both gameplay logic and spatial design within a one-month development cycle.
Created for a programming course, this tile-based game explores reactive gameplay systems through motion-triggered traps and an intelligent shadow enemy. The project was inspired by Helltaker‘s spatial hazards and extended with an original twist — a shadow entity that precisely mirrors the player’s movements with a one-step delay. Built entirely in Unreal Engine using Blueprints, the game challenges players to navigate levels while anticipating the consequences of both their own movement and that of their reflection.
A foundational traversal system enabling dynamic grappling from character to target
This project involved designing and scripting a functional grappling mechanic in Unreal Engine 5, built during the early stages of my development journey. Created for a master’s degree student showcase project, this prototype laid the groundwork for the final system, later remastered by the team. The mechanic allowed the player character to launch a grapple cable from their hand to a designated target point, triggering a calculated, physics-informed pull across the level.