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programming

hero

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.

hero
hero

grappling-mechanic

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.