GAME DESIGN PORTFOLIO
ABOUT ME
Hi, I’m Edden! I’m a game design student studying at the Breda University of Applied Sciences, with experience in Unreal Engine and Unity, and a passion for highly polished moment-to-moment gameplay.
PROJECTS
FREEZING FRICTION
GAME DESIGNER. TECHNICAL DESIGNER.
FAST-PACED THIRD PERSON ACTION where you skate and grapple through icy caverns to unleash fire, through blade and bullets, on massive worms and their spawn.
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GENRE: Third-Person Action
TEAM SIZE: 17
PROJECT DURATION: 12 Weeks
ENGINE: Unreal Engine 5 -
Designed and implemented high-octane third-person character, camera, and controls
Designed and implemented melee and ranged combat toolkit
Collaborated effectively with other designers to define our combat loop
Collaboratively designed and implemented 5 enemy types, including the worm
Designed and implemented player HUD and Onboarding UI
Collaborated with artist, defining requirements and supporting technical implementation
Informed design decisions via process of playtesting and iteration
Engaged in substantial pre-production process, involving ideation and prototypes
MATCH 3 ROGUE
GAME DESIGNER. TECHNICAL DESIGNER.
Satisfying and energetic ROGUE-LITE TWIN STICK SHOOTER where your weapon spawns enemies. MATCH 3 to destroy them. Combat hoards of enemies to acquire game-changing items and reach a high score.
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GENRE: Rogue-Like/ Twin-Stick Shooter
TEAM SIZE: SOLO
PROJECT DURATION: 8 Weeks
ENGINE: Unreal Engine 5 -
Designed and implemented core gameplay loop, involving twin-stick combat and match 3 system
Designed and implemented 16 unique enemy types with design pillars of simplicity and target prioritization
Designed and implemented onboarding and difficulty progression
Designed and implemented reward systems and meta-progression, including 16 unique upgrades and item synergies.
Designed and implemented UI/UX
Informed design decisions via process of playtesting and iteration
SMASH BALLS
GAME DESIGNER. TECHNICAL DESIGNER.
COUCH VERSUS PLATFORM FIGHTER that has players launching themselves at one another, throwing down using an exciting unconventional control scheme within the confines of a vibrant and dynamic pinball machine.
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GENRE: Platform Fighter
TEAM SIZE: 14
PROJECT DURATION: 8 Weeks
ENGINE: Unreal Engine 5 -
Designed an intricate and unique character, camera, and controls that feel intuitive while providing depth for skill expression
Designed player to player interactions, creating exciting and tense combat encounters.
Worked closely with other designers, tightly integrating character and combat functionality with level design ingredients
Informed design decisions via process of playtesting and iteration
Created early prototypes and feature spec documentation, collaboratively defining core gameplay
Collaborated with programmers on the player character state machine
Supported artists, defining requirements and supporting technical implementation
TITANFALL 3Cs
TECHNICAL DESIGNER.
The goal of this project was to reproduce elements of the 3Cs [CHARACTER, CAMERA, CONTROLS] present in Titanfall 2 within Unreal Engine 5.
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DELIVERABLE: FPS Character Controller
TEAM SIZE: SOLO
PROJECT DURATION: 4 Weeks
ENGINE: Unreal Engine 5 -
Performed extensive research into Titanfall 2's character, camera, and controls
Delivered a tunable Titanfall 2-inspired character controller, including quick mantling, double-jumping, wall running, and sliding
Delivered a gym and showcase level, detailing the character controller's capabilities in practice
HIGH NOON SALOON
GAME DESIGNER. TECHNICAL DESIGNER.
ARCADE-STYLE FPS MANAGEMENT GAME where you serve drinks to your cowboy customers at a relentless saloon. If they're unhappy with your service, take them out with your revolver! Set the highest score you can, to prove you're the best gunslinging bartender in the west!
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GENRE: First-Person Shooter/ Arcade
TEAM SIZE: 7
PROJECT DURATION: 1 Week
ENGINE: Unreal Engine 5 -
Designed and implemented customer systems, including drink requests, patience systems, aggressive customer behavior, and difficulty progression
Designed and implemented score system
Collaboratively designed and implemented core game loop, managing a series of customers, accurately serving drinks, and dealing with any aggressive customers
DEM HOPS
GAME DESIGNER. TECHNICAL DESIGNER.
Engage in PLAYER VERSUS PLAYER combat within this 2D ARENA SHOOTER. Select one of various unique characters and battle it out, moving closer towards victory either by eliminating your opponent, or moving your respawn beacon to the opposing base.
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GENRE: 2D Arena Shooter
TEAM SIZE: SOLO
PROJECT DURATION: 8 Weeks
ENGINE: Unity -
Designed and implemented core gameplay loop, involving player versus player objective-based combat
Designed and implemented 17 unique characters
Playtested and iterated upon game content and balance
Designed and implemented simple levels that promote varying styles of play between rounds
GAME JAMS AND MORE
SPAPES
Space Ape Pong
ENGINE: Unreal Engine 5
ROLES: Game Designer
BUILD-A-BLOB
Build abominations and watch them battle to the death!
ENGINE: Unreal Engine 5
ROLES: Game Designer
CHOPLIFTER REMAKE
A rudimentary remake of CHOPLIFTER 1985.
ENGINE: Unreal Engine 5
ROLES: Game Designer
DOUBLE-EDGED QUEST
Give quests to Humans & Monsters at the same time.
ENGINE: Unreal Engine 5
ROLES: Game Designer
YAGA’S HUNT
Play as Baba Yaga, and hunt down the children in your forest.
ENGINE: Unreal Engine 5
ROLES: Game Designer
cursorOS
Platformer, using only your cursor.
ENGINE: Unity
ROLES: Game Designer
SWAPPED
Couch Versus side-scroller, where attacks swap player positions.
ENGINE: PICO-8
WAVELENGTH
Puzzle-platformer controlling two distinct characters.
ENGINE: Custom-Made Web-Based Engine