Gameplay Systems
Combat loops, interactions, equipment, objectives, UI/HUD feedback, and player flow.
I build gameplay-first prototypes with responsive combat loops, enemy behaviors, interaction logic, inventory/equipment flow, and clear player feedback — mainly in Unreal Engine.
I design and implement gameplay systems, combat mechanics, enemy AI behaviors, interaction logic, projectile mechanics, UI feedback, and inventory/equipment systems using Unreal Engine, Blueprint, and C++.
My engineering background pushes me toward modular architecture, reusable gameplay logic, performance awareness, and rapid iteration. Alongside Unreal work, I also have hands-on experience with Unity, Vuforia-based AR applications, Blender asset creation, and Python/Selenium automation tools.
My current direction is building responsive combat, readable feedback loops, and playable vertical slices that feel intentional rather than just technically functional.
Combat loops, interactions, equipment, objectives, UI/HUD feedback, and player flow.
Melee/ranged behavior, attack decisions, hit reaction flow, encounters, and readability.
Interactive app flow, C# gameplay logic, marker-based AR, and mobile-ready implementation.
Blender assets that support prototyping, worldbuilding, and cross-discipline iteration.
Developing a singleplayer action RPG vertical slice in Unreal Engine, focused on responsive combat, lock-on systems, dodge mechanics, projectile skills, enemy AI, interaction systems, inventory/equipment flow, and encounter-based progression.
Developed a Unity/Vuforia-based augmented reality application for pediatric dental clinics, combining interactive 3D content, marker-based AR tracking, custom audio flow, and mobile-ready asset integration.
Built and iterated on multiple PC/mobile prototypes covering player controls, game feel, UI, level flow, AI behavior, skill mechanics, and portfolio-ready build/video presentation.
The portfolio’s main section. Akira is treated as the flagship build; earlier Unreal projects are presented as supporting gameplay and level-design studies.
Third-person action RPG demo with melee combat, lock-on targeting, dodge, skills, enemy AI, encounters, inventory/equipment systems, UI/HUD feedback, NPC interaction, and cinematic gameplay moments.






Compact secondary showcase: arcade mechanics, FPS survival, 2D/3D prototypes, and C# practice.

Arcade dodge game with prefab spawning, score tracking, collision flow, and Cinemachine camera.
YouTube
FPS survival prototype with shooting, knockback, day-night cycle, minimap, pickups, and game-over flow.
YouTube
Arcade remake with multiple levels, breakable bricks, state changes, and game-feel presentation.
YouTube
3D platformer focused on movement, hazard avoidance, score-driven play, and accessible arcade structure.
YouTube


Low-poly stylized environment piece.

Lighting and environment-focused realism study.

Detailed scene-building with houses and props.

Colorful stylized scene suitable for games.

Stylized character with animation appeal.

Fantasy modular scene for adventure settings.

Fun prop model with clean stylized forms.

Cartoon fantasy prop study.
If you're looking for someone who cares about gameplay feel, combat clarity, and practical iteration, I'd be happy to connect.