Level & Tech Design UE5

Using unreal sequencer to make a demo teaser. Highlights a tutorial map zone I lead and designed. This includes blocking, implementing prefabricated buildings, and designing floor plans, niagara effects, sound design, and foliage tools.

STEAV is a Sci-Fi resource manager game I’ve built solo from the ground up. Concept, mechanics prototyping, blueprints, game loop iterations, white boxing, tech-design, 3D assets, set dressing, cinematics, UI/UX, and documented the whole process via video capture and notes.

This is an example from my character blueprint, prototyping for my indie game STEAV. These blueprints encompass the basic game loop mechanics of STEAV, the UI, controls and sound cues.

Understanding of end-to-end pipeline through working on the launch of my game project STEAV. From deadlines mandating feature culling, production tradeoffs, being realistic about professional scope and learning where not to compromise. This solo end-to-end production experience gives an awareness to the full scope of features that must be executed and how those fit into the overall conversation of team member workflows.

This dev log for my work in CZM shows my iterative process of multi-pass progression on LOD’s, block out and play rhythm.

Here I’m prototyping game loop mechanics and logic for bugs, player engagement, rhythm, and timing in my project STEAV.

3D Design fundamentals in blender and exporting .FBX to unreal engine.

Understanding of the blender to unreal engine pipeline to fix asset issues like UV mapping, normals and scale.

Designing and organizing prefabrication for level design in unreal engine. This modular approach allows for maximum iteration and stress testing without affecting other parts of the game.

Comfortable being given in house made tools, like this visibility management system and onboarding it into my workflow.

Regularly test and implement necessary tools to stay on track with core game vision while not reinventing things where established systems can help.

An example from team project CZM moving from basic white box to floor plan design of prefab modular building system.