3D action platformer with roguelike elements, made by a team of around 30 people, over a 1 year development schedule. I worked on this project from early inception, all the way to post release support. I started out in a 3C role, responsible for prototyping traversal and combat mechanics, and establishing metrics for the platforming. Later, I worked to define how the procedural level generation was meant to work. Bridging the gaps between level designers, programmers, and environmental artists.
Team project made in 24 hours for the 2021 Global Game Jam, in Unreal Engine. I was the 3C Designer, and I was responsible for the player mechanics, game camera, and implementing Mixamo animation.
This was a 1 year project at Breda University. The team did not have a dedicated 3C Designer. The game was half an action game like Zelda, and half a farming game like Stardew Valley The game had entered production without finalized camera metrics. And without a consistent input scheme across gamepad, and mouse and keyboard. I joined the team, to sort out these design elements, without disrupting the feature teams working on systems that depend on them.
For a gamejam organized by Twitch, I wanted to challenge myself, making a game built entirely on a custom made planetary gravity system. As requirement by the Jam organizer, I had to incorporate Twitch polls support. I did this, by making the game be a round-based endless twin stick shooter. Where the player picks one of 3 random upgrades at the end of every round. And I give the player the ability to pair the game with their Twitch from the pause menu, which in turn allows viewers to vote for which upgrade the player will get.
Solo entry for the Epic Games’ Mega Stack ‘O’ Jam, in Unreal 5. Gamejam hosted by Epic Games, where participants, had to make a game using the UE5 Stack ‘O’ Bot Template.
This started as an entry for a “Prototyping” gamejam, with the theme “Starts at the top”. I wanted to make something unrealistic and over the top with rocket jumping. I came up with the idea of being in a construction work site. I needed a way for the player to perform slight adjustments to their position. So I thought of making the hero a person in a wheelchair. Initially, I envisioned this game as a side scroller Metroidvania. However, due to time constraints, I reworked the concept into a level based platformer. And in doing so, I worked the portable toilets, initially intended as checkpoints, into the level clear goal, since their blue color makes them heavily stand out.





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