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.

  • 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.

  • 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.

  • 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.

  • 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!

  • 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.

  • 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