
CG Spectrum
An online digital games training school partnered with Unreal Engine and Blizzard to specialize students in various aspects of gaming and animation. I took the Fall 2023 Game Foundations class and: 
 
- 
Gained a solid understanding of game mechanics, player psychology, and the core principles of engaging game design. 
- 
Learned to create prototypes quickly and efficiently to test mechanics and refine ideas based on feedback 
- 
Mastered writing professional game design documents (GDDs) and pitches, including detailing mechanics, story concepts, and game flow. - 
Created a tactical game design document (OPERATION: DISPATCH), applying these skills to a fictional project. 
 
- 
- 
Explored how narrative elements integrate with gameplay to create cohesive and immersive experiences. 
- 
Acquired foundational knowledge of design tools and engines, preparing for future development projects. 
This is one of the harder projects I've worked on with lots of interconnected systems, so it's still in development while I create a fully engaging game experience!
A dungeon RPG prototype made in UE4 and visual blueprint sequencing. The base game and assets came from CG Spectrum, where I modified the pickup systems, level design, inventory, and combat design. The player can choose to play between two PCs-- John or Jane, who are either stronger or faster respectively. The player must fight skeleton zombies and the level boss to escape the game level. There are "secrets" to discover throughout the level such as special weapons and pickups.
The game is set in an abandoned medieval mine with various hazards such as spike traps and poison fog. The challenge was thinking about how to design level elements so the player could identify traps and navigate hazards in the game, as well as find collectibles.
Player spawn is on the right side, and the player must descend lower to progress. 
The green fog is a hazard prior to the boss fight to challenge the player in movement and offer exploration to higher cavern sections


Designing Gameplay Systems for for 3 different types of games
An exercise from CG Spectrum in developing and ideating combat mechanics for different gameplay systems and genres (FPS, Hand-to-Hand, Fantasy/Magic)