Using Unreal Engine 5-5.1, here are some works that I got to design while working at IGG Canada. If you've ever seen a mobile ad, of the player constantly choosing the stupidest of wrong decisions, know that it was possibly me.
Team built prototype knight armor, I worked on upper body, partner worked on the legs.
Design of the basic army strategy arena layout. Basic top-down angled camera view to see the full scope of the arena. Simple shape choices, and decisions of constant losses to grab viewer attention.
Cinematic design of minigame-like layout structure. Env layout, individual room creature layout, custom parenting of number bubbles to individual characters, character movement, and camera movement are all planned out.
Layout Design of endless wave simulation mini-game. Decisions on what types of units are used per stage of the project. Lots of micro and macro timing adjustments for both sides of troops.
Another basic army strategy arena layout. With the focus on simulating a bottleneck for the enemy's troops. Simple angled camera view of arena + reuse of base env.
Mini-game choice layout design, straightforward choice walls, designed to create frustration for the viewer.
Slight camera work to show endless horde mode. Designing and laying out a different way of spawning troops. (received artist render instead of full video edit, so no sfx)
Designed a painting mini-game, environment layout, fx timing, troop pathing, and Troop swap timing. Implemented floor color swap script that was built by TA.
Design of choice mini-game, base env, and simple choices/ puzzles layout. Character and camera movement, a blend of physical movements and manual adjustments.
Design of shoot and loot top-down mini-game layout, tower defense-like game. Basic env, ai projectile targeting, character/camera movements, timing the story beats.
Another endless horde design with the choices of different troop formation gameplay. Simple intro to grab some attention, basic straight and narrow street env, endless horde troop loop, character, and camera tracking.
Cinematic design for city-building and end-game battle gameplay, project was shelved. Simple comedic intro, basic env sculpting, and town layout setup. Unit waypoint walking simulations to add life into the city. Camera movement to showcase the city.
Layout design of a bounce puzzle game, project shelved when project design focus shifted.
Special crossover cinematic that was eventually put on hold. Simple dragon intro animations, troop formations that followed previous designs, and basic aoe setup.