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Gaias Puzzle

Project type

Videogame

Date

October 2024

Location

Online

Game Developer

Throughout this project, I played a significant role in both gameplay system implementation and technical art integration.

I was responsible for developing foundational gameplay elements, including win and lose conditions, a comprehensive damage system, and player movement mechanics such as double jumping. I also implemented dynamic platforms and behavior trees for characters, enhancing in-game interactions.

A standout contribution was the design and implementation of a unique "throwing snow" ability. When thrown, snow interacts with water to create temporary platforms. This mechanic introduced an additional layer of challenge as players had to contend with buoyancy effects (requiring careful balance) and platforms that moved dynamically with water currents. This feature significantly impacted gameplay difficulty and strategic player movement.

Beyond specific features, I contributed to the overall game design, including the block mesh level layout and refining AI behavior trees. On the technical front, I utilized my skills to integrate various assets, such as waterfall materials, custom meshes, and immersive sound effects, alongside impactful visual effects (VFX). I also managed project assets and collaborated with the team using Perforce for version control and Jira for task tracking. Furthermore, I oversaw the transition from block mesh layouts to final high-fidelity meshes and implemented interactive environmental elements like a pendulum mechanism that influenced gameplay mechanics.

Date

The game was completed in October 2024

Link

The Geomancer’s Journey, players take on the role of Ruben, a powerful geomancer who manipulates elemental forces to overcome obstacles and explore the colorful world of Gaia. Originally conceived as a puzzle-platformer, the project evolved into a dynamic adventure experience centered around elemental mechanics, environmental interaction, and player progression.

‣Design:
⇢Contributed to transforming the project from a puzzle-platformer into an elemental action-adventure focused on exploration and discovery.
⇢Designed and greyboxed two complete levels, establishing gameplay flow, platforming challenges, and environmental storytelling.
⇢Collaborated with artists to integrate 3D assets and polish level visuals while maintaining gameplay integrity.
⇢Created custom materials and effects, including waterfalls, snow, and wind visuals, to fill artistic gaps and enhance atmosphere.
⇢Implemented BP_Notes as visual and audio guides to direct player progression through each level.
⇢Added adaptive background music, win/lose conditions, and checkpoint systems to support seamless level progression and replayability.

‣Programming:
⇢Developed the BP_SnowMechanic, enabling the player to throw snow projectiles enhanced with Niagara effects for visual immersion.
⇢Created the BP_SnowPlatform with buoyancy behavior, simulating instability when the player steps on it.
⇢Combined the snowball, water collision, and ice platform Blueprints to generate ice surfaces dynamically when projectiles hit water, allowing players to traverse across levels.
⇢Enhanced the mechanic with platform movement driven by water flow to create a cohesive and reactive environment.
⇢Added a humorous feature where snowballs thrown at enemies temporarily generate a snowman mask effect.
⇢Programmed the BP_Pendulum system, implementing rope constraints and collision-based motion physics for interactive traversal challenges.
⇢Designed environmental hazards such as spike traps that apply player damage on contact, alongside a BP_Checkpoint system for respawn management.
⇢Optimized Blueprint logic for stable performance, modularity, and ease of debugging across multiple gameplay systems.

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