Games and Prototypes

Projects where I contributed as a UI/UX designer and a solo developer/designer, highlighting my skills in design and development.

Sands of Vengeance (Combat/ UI Designer) - Unreal Engine 5

An Egyptian mythology-themed game where I contributed as a UI/UX designer, creating icons, layouts, and implementing them in Unreal Engine. I also collaborated on designing combat mechanics.

The Perfect Heist...Almost! (Game Designer)

Playable prototype with minor bugs (WIP)

The Perfect Heist..Almost! is a stealth and management game where you attempt to rob a house with a walking disaster, trying to execute your "Perfect" plan. Make sure to find what could potentially go wrong and fix his mess ups. Oh! And don't forget to loot!

Game Design Document

Mechanics and Core loop

Core Loop of the Game

  1. Plan the Heist – Players enter a house with a set time limit and objectives to loot valuable items.

  2. Stealth & Execution – Sneak around, avoid making noise, and manage NPC crew distractions (sneezing, snacking, or grabbing useless items).

  3. React to Challenges – Handle unexpected obstacles like a waking owner, dropped loot, or loud NPCs.

  4. Escape Successfully – Once enough loot is collected, escape before getting caught.

  5. Win or Fail – If caught, the heist fails. If successful, move to harder challenges with better rewards.


Core Game Mechanics

Stealth Mechanics:

  • Noise Sensitivity – Players must avoid making loud sounds (sneezing NPCs).

  • Light & Visibility – Turning off lights and hiding in shadows reduces detection chances.

  • Sight Detection – Enemies react to movement in their line of sight.

Looting System:

  • Highlight & Interaction – Valuable objects glow or are interactable when nearby.

  • Drag & Drop System – Players must remove unwanted objects NPCs pick up.

  • Carrying Capacity – Players can only carry a certain amount of loot before needing to exit.

NPC Crew Management:

  • Distraction Handling – NPCs may sneeze, snack, or grab useless stuff, requiring player intervention.

  • Commands & Cues – Players can give basic commands to help maintain stealth.

Detection & Escape:

  • Owner Awareness – If noise is made, the owner may wake up and investigate.

  • Hiding System – Players and NPCs can hide when threatened.

  • Escape Route Planning – Players must find the safest way out before time runs out.

Endless Runner (SoloDev) - Unreal Engine 5

Chasing Heaven is a WIP endless runner where players embody a soul striving to reach heaven. To earn redemption, you must navigate the perilous Bridge of Heaven, collecting Merit Cubes for your loved ones while avoiding the deadly Guilt Spheres that threaten to drag you into the void. Along the way, collect mystical Sin Glyphs, acknowledging the transgressions of your past. Gathering pairs of these glyphs grants temporary invincibility, allowing you to evade danger and push forward.

This project is a solo endeavor, with a strong emphasis on game design, narrative, and mechanics, the bridge asset and glyphs were provided by https://www.artstation.com/kkrraabb3. The game is still in development, with features being added and refined to create a compelling and immersive experience.

Mechanics and Core Loop:

Key Mechanics:

  1. Running & Avoidance: Players must continuously move forward while dodging Guilt Spheres.

  2. Collecting Sin Glyphs: Each glyph represents a past sin. Collecting two grants a temporary power-up (invisibility from guilt spheres).

  3. Merit Cubes: These are optional collectibles that serve as a form of high-score system and can be used for meta-progression.

  4. Temporary Invincibility: Collecting two Sin Glyphs grants brief protection, allowing players to pass through guilt spheres.

  5. Dynamic Bridge Layout: The bridge may have randomized obstacles, gaps, or patterns that require precise movement

Core Loop:

The gameplay follows a risk-reward structure with a continuous feedback loop:

  1. Run forward → Avoid Guilt Spheres → Collect Merit Cubes & Sin Glyphs.

  2. Every 2 Glyphs = Temporary Power-Up (Invisibility).

  3. Survive longer = Increased difficulty (more obstacles, faster movement).

  4. Death = Game Over Screen → Display score and High score → Restart.

This loop ensures a sense of progression while maintaining the core challenge of survival.

Coin Rush- A coin collector game prototype

Coin Rush is an arcade-style game where players navigate a dynamic environment to collect randomly spawned coins while avoiding enemy AI that actively chases them.

Mechanics and Core Loop:

Core Mechanics:

  1. Coin Collection:

    • Players aim to collect coins that spawn randomly in the environment.

    • Each collected coin increases the player's score.

  2. Enemy Avoidance:

    • Enemies actively chase the player using basic AI behavior.

    • Coming into contact with an enemy ends the game.

  3. Player Movement:

    • Smooth and responsive movement system to navigate the environment.

  4. Randomized Spawning:

    • Coins spawn at random positions within a defined area, adding unpredictability.

    • Enemies also spawn periodically, making survival increasingly difficult.

  5. Progressive Difficulty:

    • The number of enemies increases as the player's score grows, ramping up the challenge.

    Core Loop:

    1. Spawn into the game environment.

    2. Move around to collect coins while avoiding enemies.

    3. As coins are collected, the score increases, and new coins spawn.

    4. Avoid enemies as they pursue the player with increasing speed and intelligence.

    5. The game ends if the player is caught by an enemy, displaying the final score.

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