Current Project
Fragmented - UE5 (C++/ Gameplay Ability System)
This Project, Fragmented, is a third-person action role-playing game (ARPG) developed in Unreal engine using c++. The goal is to create a polished vertical slice that showcases a combat-focus gameplay experience that will be supported with Unreal Engines GameplayAbility System (GAS).
The core focus of this project is the implementation of the GameplayAbility System (GAS). This system will be used to handle combat, abilities, attributes and gameplay effects which will be the foundation of this project.

Project Showcase
Harvest Onslaught - UE5 (C++)
Harvest Onslaught is a third-person horde shooter developed in Unreal Engine, where players pilot a powerful mech to defend their family and farmland on the isolated Planet B-610. After an alien insect invasion breaches the planet's protective energy barrier and damages critical equipment, players must survive relentless enemy swarms while gathering pieces to repair the generator and restore the colony's defenses.
Elemental Echoes - UE5 (Blueprint)
Elemental Echoes is a cooperative puzzle-adventure game developed in Unreal Engine. Players take control of two lost souls, Toast and Tremor, who must work together to navigate a mysterious forest cemetery. Gifted with the powers of Fire and Earth, the duo must overcome environmental challenges, solve puzzles, and combine their unique abilities in their journey to rediscover their lost identities.
Breathe (Delusion Mechanic) - UE5
Breathe is a solo-developed first-person psychological horror game created in Unreal Engine 5, focusing on perception, reality distortion, and systemic environmental manipulation. The game is built around a core delusion mechanic that alters how the player perceives and interacts with the world, causing objects, environments, and gameplay elements to dynamically appear, disappear, or change state based on the player’s mental condition.
Divinity (Clone Mechanic) - UE5
Divinity is a third-person combat prototype developed in Unreal Engine using Blueprints. The project focuses on exploring early clone-based combat mechanics, hit detection systems, and responsive melee combat interactions. It served as an initial experimentation ground for designing clone-driven attack concepts that would later evolve into more advanced systems in future projects.
Umbra Continuity System – Live Service Endgame Progression Design for Warframe
This project showcases the design of a scalable endgame progression system for Warframe, focused on expanding the Umbra Warframe concept into a repeatable, lore-driven acquisition loop. The system integrates existing gameplay structures such as Spy missions, Prime Warframe dismantling, and resource farming to create a cohesive high-risk, high-reward progression path. The design emphasises narrative-driven motivation, player mastery, and long-term engagement by blending mechanical progression with story-based discovery.





