

Role: Project Lead & Game Designer
(Q4 2024)
I led a team of 14 for the duration of this project, consisting of 13 artists and 1 other programmer.
Given the teams small size, and limited programming experience, I took responsibility for creating a large amount of the games systems (aside from the UI).
The project itself was developed in Unreal Engine 5.4.4.
Duties:
Player / Cart functionality
AI Behaviors
Weapon systems
Damage & Health systems
Power ups
SFX and VFX design + implementation
Cel shader
Asset Integration

Weekly Updates
Weekly Updates
I additionally would put out videos every week highlighting the current state of the game while mixing in some entertaining editing, both for boosting team moral and also because I had fun with it.
“Oh Yeah, It’s All Coming Together”
12/02/24
Integrated final goblin model, textures, and animations.
Physics asset for goblin model
Cel shader
Invisibility power up functionality (not the material)
Lava flow material
Assorted bug fixes
“Return to Sender”
11/24/24
Auto turret powerup functionality
Randomly generating scrap barricades
Implemented umbrella weapon functionality
Designed a variety of VFX and SFX
“The Uncomforting Silence”
11/17/24
Upgraded ‘Bomb Boost’ powerup functionality
Added cart armor color randomization
Created a plethora of SFX and VFX
Accidentally turned the cart into an F-16 fighter jet
“Illegally Rocket Powered”
11/11/24
‘Bomb Boost’ power up
Instrument power up functionality
Integrated artist cart assets
Redesigned cart physics
Breakable barricades
“Green Poppin’ Goblin”
11/03/24
‘Pumpkin Bomb’ power up
Umbrella weapon base functionality
Oil Slick hazard
Explosion and flammability trigger communication
Tweaked parent weapon system for easier modifiability of new assets
“Scraped Clean”
10/28/24
Kart weapon attachment system
Plow attachment
AI slingshot behaviors
Basic AI level placements
“Sounds of Violence”
10/21/24
Added various SFX to assets
Added voices to characters
Improved Bat weapon functionality
Corrected a bug that previously prevented the physics simulation of the character in the kart
“Slingshot Mark III”
10/14/24
Added physics simulation to the Slingshot weapon
Added sound effects and animations for Slingshot
Initial Bat weapon functionality
“Barrel Bomlins”
10/06/24
Kart armor system
‘Barrel Bomblin’ AI
Explosive barrels
Kart destruction
Destructible sentry perches
“The Tennis Update”
09/26/24
Tennis Racket weapon - reflect projectiles, and moves to intercept
Converted to physics based weapons
Slingshot charge up attack & projectile
“Artificial Awakening”
09/23/24
Interaction system
Weapon attachment & holster system
Active ragdoll physics
AI Behavior foundations
Velocity based damage system
Procedural crowd
“New Beginnings”
09/15/24
Projectile system
Bullet time ability
Character attachment/interaction with kart
“Physics Kart Test”
09/06/24
Testing and creating the initial physics system for the kart
“Free spinning” wheel vehicle design
Basic kart model