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.

PROFESSIONAL EXPERIENCE

CALL OF DUTY:

BLACK OPS 7

MULTIPLAYER DESIGN INTERN | TREYARCH (ACTIVISION BLIZZARD)

The 22nd installment in the Call of Duty franchise, Call of Duty: Black Ops 7 is a MULTIPLAYER FIRST PERSON SHOOTER. Over the summer, I had the opportunity to contribute to the title as an intern within Treyarch’s Multiplayer Game Design Team.

  • GENRE: First-Person Shooter

    PROJECT SCALE: AAA
    INTERNSHIP TIMELINE: 3 Months | 2025
    ENGINE: IW Engine
    RELEASE: Playstation, Xbox, PC

    • Prototyping, scripting & implementing, playtesting, and iteration for a post-launch multiplayer game mode.

    • Contributed to and iterated on spawns & modes on four multiplayer maps.

    • Contributed to the design and implementation of active environment elements on two multiplayer maps, including the Express train. Scripting level elements and interactions with existing gameplay content.

    • Collaborated across disciplines and engaged in AAA game production pipelines.

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.

  • GENRE: Third-Person Action

    TEAM SIZE: 17
    PROJECT TIMELINE: 12 Weeks | 2024
    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

VIEW PROJECT PAGE [WIP]

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.

  • GENRE: Rogue-Like/ Twin-Stick Shooter

    TEAM SIZE: SOLO
    PROJECT TIMELINE: 8 Weeks | 2023
    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

VIEW PROJECT PAGE

OH, BUGGER!

GAME DESIGNER. TECHNICAL DESIGNER.

Equipped with a multi-modal weapon, missiles, and a devastating slam, clear an orbital hotel, eliminate hoards of alien insects, and rescue your target in this FIRST PERSON SHOOTER.

  • GENRE: First-Person Shooter

    TEAM SIZE: 21
    PROJECT TIMELINE: 24 Weeks | 2025
    ENGINE: Unreal Engine 5

    • Designing and implementing FPS character, camera, and controls: aiming to convey a hefty and empowered player experience. Involving movement mechanics, game feel, and art and animation implementation.

    • Designing and implementing combat systems, including weapon behaviors, player verbs, and resource systems

    • Designing and implementing HUD UI/UX: conveying gameplay information, aligning with first-person 3Cs, and tutorializing gameplay features.

    • Designing and implementing upgrades to empower players and enable player choice. Contributed to the game’s upgrade acquisition systems.

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.

  • GENRE: Platform Fighter

    TEAM SIZE: 14
    PROJECT TIMELINE: 8 Weeks | 2023
    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

DRINK UP, COWBOY!

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! Manage customers and a range of interactions to prove you're the best gunslinging bartender in the west!

  • GENRE: First-Person Shooter/ Arcade

    TEAM SIZE: 7
    PROJECT TIMELINE: 1 Week | 2023
    ENGINE: Unreal Engine 5

    • Designed and implemented first person character, camera, and controls. Contributed to the game’s range of gameplay interactions.

    • Contributed to the design and implementation of the game’s core 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.

  • GENRE: 2D Arena Shooter

    TEAM SIZE: SOLO
    PROJECT TIMELINE: 8 Weeks | 2022
    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

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.

  • DELIVERABLE: FPS Character Controller

    TEAM SIZE: SOLO
    PROJECT TIMELINE: 4 Weeks | 2024
    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

GAME JAMS AND MORE

SPAPES

As apes in space: control individual hands to input commands and engage in player versus player combat.

ENGINE: Unreal Engine 5
TEAM SIZE: 5
TIMELINE: 4 Days | 2023
ROLE: Game Designer

Collaborated on player controller and ship systems.

CATCH ME OUTSIDE

Bait out and beat up an entire neighborhood, with a phone in one hand and a fist in the other.

ENGINE: Unreal Engine 5
TEAM SIZE: SOLO
TIMELINE: 2 Days | 2024
ROLE: Game Designer

  • Polished first-person character controller.

  • Score and objective system.

  • Enemy AI, involving state machine and animations.

  • UI involving player feedback & simple dialogue system.

SOUPER DELIVERY

Deliver soup in the snow, collecting ingredients to boost and improve your score, delivering soup before it gets cold.

ENGINE: Unreal Engine 5
TEAM SIZE: 7
TIMELINE: 4 Days | 2024
ROLE: Game Designer

  • Collaborated on snow-bike player controller. Involving movement on slopes and ramps, boost system, value tuning, and polish.

  • Collaborated on HUD UI: displaying ingredients, boost indicator, and speedometer iterations.

CHOPLIFTER REMAKE

A remake of CHOPLIFTER 1985.

ENGINE: Unreal Engine 5
TEAM SIZE: SOLO
TIMELINE: 8 Weeks | 2022
ROLE: Technical Designer

  • Research and analyze target game.

  • Side-scrolling helicopter player controller.

  • Score and hostage collection system.

  • Implemented 5 enemies.

YAGA’s HUNT

As Yaga’s Hut, Sneak around and take out camp grounds in your forest.

ENGINE: Unreal Engine 5
TEAM SIZE: 6
TIMELINE: 4 Days | 2022
ROLE: Game Designer

  • Character controller involving a character and animation state machine.

  • Stealth system.

  • Destructible level design ingredients.

WAVELENGTH

Swap between controlling two distinct particles to solve puzzles and complete platforming challenges.

ENGINE: Custom Engine
TEAM SIZE: SOLO
TIMELINE: 1 Week | 2018
ROLE: Technical Designer

  • Developed custom web-based engine: supporting input systems, grid-based logic, animations, sounds, and more.

  • 2 platforming character controllers.

  • Implemented level ingredients and designed levels containing puzzle-platforming challenges.

BUILD-A-BLOB

Build abominations and watch them battle to the death!

ENGINE: Unreal Engine 5
TEAM SIZE: 9
TIMELINE: 4 Days | 2023
ROLE: Game Designer

  • Auto-battler combat systems including health, knockback, game camera, and various arm functionality.

  • Simple element system involving oil & fire.

  • Main Menu UI.

DOUBLE-EDGED QUEST

Give quests to adventurers and the monsters they hunt to keep your shop afloat.

ENGINE: Unreal Engine 5
TEAM SIZE: 6
TIMELINE: 2 Days | 2023
ROLE: Game Designer

  • Card system for navigating, selecting, and dragging quest cards.

  • Implemented game loop: customer spawning, quest card content, ect.

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