Unreal Engine

Unreal Engine Projects

Modular gameplay systems, AI behaviors, and combat logic built with UE5 and C++. From a shipped Steam game to procedural encounter systems.

NO RAIL
Archie Games – GAMES Studio • 2025–2026 • Team of 15
NO RAIL
My Contributions
Lead Engineer, Systems Designer, Level Designer
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My Contributions
Lead Engineer
  • Coordinated with engineering team, designers, and producers to establish technical roadmap and feature milestones.
  • Conducted code reviews and maintained architectural consistency across the codebase.
  • Resolved technical bottlenecks and performance issues to keep development on schedule.
  • Mentored team members on engine systems and best practices for collaborative development.
Systems Designer
  • Designed and implemented the core roguelike gameplay loop with run progression and permadeath mechanics.
  • Built the crafting and looting systems with data-driven item configurations.
  • Created loadout management system allowing players to customize gear between runs.
  • Implemented scavenging mechanics and reward distribution algorithms.
  • Balanced progression difficulty curves across multiple runs.
Level Designer
  • Designed multiple train station levels with unique layouts and environmental storytelling.
  • Collaborated with environment artists on spatial design and visual coherence.
  • Implemented encounter flow and enemy placement for pacing and challenge progression.
  • Blocked out and iterated on level designs based on playtesting feedback.
  • Created modular level components for efficient production and consistency.
A student project made with a team of 15 across multiple disciplines. NO RAIL is a third-person horror roguelike set aboard a space train looping a dead sun in the EXO 15 System. Stop at abandoned colony train stations to scavenge supplies, build the perfect loadout, and uncover the mysteries of the solar system. Fail to reach the front in time and “something” will send you back to the beginning — loop after loop.
UE5C++ Lead EngineerSystems Design Level Design
Castle of Cardboard
Game Jam • Under 4 Weeks • Small Team
Castle of Cardboard
My Contributions
AI, SFX, Level & Encounter Design
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My Contributions
Enemy AI Programming
  • Engineered enemy behavior systems and state machines for challenging gameplay.
SFX Design
  • Designed and integrated sound effects for immersive audio feedback.
Level & Encounter Design
  • Crafted level layouts and encounter sequences for engaging gameplay flow.
A prototype built around the theme “escape” in under 4 weeks. You play as a possessed Doll who needs to escape the grasp of the cardboard castle and your owner.
UnrealAI SFXLevel Design
Pet Fish Simulator
Solo Project • University of Utah
Pet Fish Simulator
My Contributions (Solo)
Design, Implementation, Systems
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My Contributions (Solo Project)
Full Ownership
  • Complete design, implementation, and systems development from conception to completion.
Procedural Pipeline
  • Designed and implemented hybrid procedural generation using grammar-based and constraint-based techniques.
Systems Integration
  • Integrated systems across Blueprints and C++ for seamless gameplay generation.
A procedurally generated gameplay system built in Unreal Engine that combines structured layout generation with dynamic, data-driven content placement. Runs are driven by a seeded generation system — reproducible yet varied — with level flow, encounters, and environmental elements all created at runtime.

I designed and implemented a hybrid procedural pipeline using both grammar-based and constraint-based techniques. Encounter sequencing and level flow are handled through rule-based generation; object placement (chests, props, interactables) uses constraint systems enforcing spacing and gameplay requirements. Fully seed-driven and integrated across Blueprints and C++.
UE5C++ Procedural GenAISystems Design
Fast Food Frenzy
UC Santa Cruz • Capstone Project • UE4 • Small Team
Fast Food Frenzy
My Contributions
Producer, AI, Level Design, Programming
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My Contributions
Producer
  • Led project coordination and team communication across disciplines.
Enemy AI & Spawning Logic
  • Implemented wave-based enemy spawning systems and AI behaviors for horde gameplay.
Level Design & Layout
  • Designed base level architecture and layout for survival gameplay.
Character Ability Programming & Design
  • Programmed and designed unique abilities for each character class.
A horde-based survival game where you pick from different classes — each with unique abilities — and fight your way through waves of mutated food enemies.

Built over a semester as a senior capstone at UC Santa Cruz. My first time in Unreal Engine, where I took on multiple roles across production, design, and programming to find where I was most effective.
UE5C++ AILevel Design Producer
Project NDA
In Progress • UE5 • Team of 3
Project NDA
My Contributions
Level Design, Gameplay Mechanics
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My Contributions
Level Design
  • Developed and iterated on level designs beyond the initial jam scope.
Gameplay Mechanics Programming
  • Programmed core gameplay systems and expanded mechanics from prototype to full implementation.
Started as a 2-day game jam with a team of 3, then grew into an ongoing passion project. Spent additional time expanding the level design and building out the core game mechanics beyond the original jam scope.

Work in progress.
UE5 Level Design Gameplay Systems

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