Released: Cancelled

Theme: MMO TPS Survival

Studio: Darewise Entertainment (70 collaborators)

Platforms: PC

Skill focus: Combat, 3C, Progression

Time spent on project: ~3 years

Engine and tools: Unreal Engine 4 & 5, C++

Blueprints | GAS | ABP | UMG | Shaders

I was the designer responsible for 3Cs and player abilities, including movement and combat skills. My role involved extensive prototyping and iterative testing within the team, designing behaviors and dedicated test environments, and authoring comprehensive documentation ranging from high-level briefs to detailed FSOs.

My responsibilities expanded to include AI system iteration and tuning as well as UI, AI world spreading and progression, to be finally principal game designer on all Combat topics.

/ ! \ There was a change in the Art Direction during the last year and a half of the project, going from Stylized to Realistic, you will see visuals of both / ! \

Character Controls & Skill Systems

Guided by our creative brief for a “skill-based PvE shooter,” I designed intuitive input mapping and dynamic camera systems, ensuring a wide situational awareness that encouraged constant strategic movement.

Despite being early in development, I strategically anticipated all necessary MMO survival interactions and developed a user-friendly input system prioritizing frequent actions, supplemented by multi-step interactions using radial menus and input combinations.

Custom adjustments to evasion and jumping mechanics enhanced responsiveness, compensating for server latency through features such as coyote-time jumps and increased invulnerability frames during dashes.

(Reactions to Player movement playtest to confirm/improve the character’s movement skills)

Combat Design & Weapon Modularity

(Modular weapons that were made for the game, each one has 2 unique abilities and custom stats based on the modules they are built with)

(Control schemes example I shared with the team for playtests)

Enemy AI Design & Boss Encounters

I conceptualized and designed 25 distinct enemy AIs: 5 neutral wildlife, 15 aggressive wildlife, and 5 unique bosses. These enemies leveraged various gameplay mechanics (precision, reflexes, strategy) through diverse combat roles—melee, mid-range, long-range, healers, snipers, mortars, and tanks.

Collaborating closely with Kosma Lobov-Rabiega (Lead Character Artist), I ensured visual coherence and logical consistency among AI entities. Additionally, I led the “Alien Metamorph” initiative, creating immersive, reactive open-world bosses that reused wildlife animations and behaviors with enhanced complexity and interaction logic.

I spearheaded technical and design efforts for boss encounters, supported by Whitney Burner (Lead Gameplay Programmer), thoroughly documenting behaviors from concept (MDD) to detailed FSOs.

(Render of wildlife variation [young, mature, elder] that each had added behaviors but reused most assets)

Progression & Encounter Design

(extract of AI Difficulty Progression Mid level Design Document)

(Every element of progression was tied to variables that would modify in cascade the whole balancing file)

I was fully in charge of the progression and statistics systems for the game, covering player weapons, character growth, enemy scaling, and meta-progression, all designed to support a satisfying difficulty curve over a targeted 20-hour gameplay experience.

To establish meaningful progression across regions, I designed a stat growth model with a 250% increase in both player damage and enemy health, and a 170% increase in both enemy damage and player health. This framework provided a consistent and measurable difficulty ramp between areas.

To reinforce this progression, I implemented a tiered enemy system:

– Normal enemies had baseline stats for their level.

– Hard enemies had 170% more health and dealt 140% more damage than normal ones.

As a result, a level X normal enemy < level X hard enemy < level X+1 normal enemy, clearly communicating progression and encouraging the player to feel the difference between encounters.

To further differentiate enemies, I gave each of them unique weak and strong points mapped to armored or exposed parts of their bodies. Their attack patterns were designed to create intentional recovery windows, forcing players to reposition and actively engage with the combat space to strike back effectively.

I developed a master balancing spreadsheet exportable directly to Unreal Engine, enabling rapid iteration. In collaboration with Benjamin Lutz (Lead Level Designer), I created over 50 encounter scenarios that scaled dynamically based on region, biome, and player progression, efficiently managed through an exportable spreadsheet.

UI Leadership & Visuals

Beyond my technical game design responsibilities, I led significant UI refactoring and enhancements. As acting UI Lead for nearly a year, I supervised up to seven team members, establishing comprehensive UI documentation, resolving technical debt, and redefining the visual direction.

I actively programmed and collaborated closely with engineers (led on the technical side at the end by Luis Lairet) developing in UMG, gaining deep expertise in Unreal Engine’s UI systems. Additionally, I managed the rendering process for maps, minimaps, and UI illustrations, developing specialized tools for rendering and applying post-processing effects directly to in-game assets.

(extract of UI elements rendered and processed to be used in game)