
Game Designer

Blueprints Programmer
Game Designer
Role:
PC
Platform:
Unreal Engine 5, Photoshop, Maya, Figma, Perforce
Tools:
11
Team Size:
Take charge as Jeff Stelling, a former C.I.A. operative, as his summer vacation takes a sudden turn, bringing back his past traumas from surviving the MK Ultra experiments.
Climb the hotel floors in this top-down, twin stick shooter as Jeff attempts to find the source of these new MK Ultra abominations
Overview:
Download on Itch:
Role & Contribution
Game Design:
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Designed and iterated on the game's core combat loop, centered around a revolver and close-range kick
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Designed and balanced multiple enemy archetypes, including Melee, Ranged, Leaper, and Boss enemies
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Defined enemy combat roles, attack ranges, movement speeds, damage values, and attack timings through a dedicated combat balance sheet
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Created and maintained GDD throughout the project to stay consistent with design goals
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Designed progression and level interaction systems including collectible requirements and gated level transitions
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Iterated on combat readability through attack tells, health feedback, HUD states, VFX, and player feedback
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Added combat polish including hit reactions, blood effects, camera feedback, ragdolls, and game-over presentation
Programming:
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Utilized UE5’s Blueprint visual scripting to prototype and implement gameplay systems
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Built extensible combat system that handles damage, health, ammo, and pickups that could then be applied to all pawns.
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Implemented enemy AI behavior using Behavior Trees, EQS, perception, and custom scripting.
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Designed 5 enemy types to vary gameplay
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Designed and Implemented AI token system to manage the amount of enemies that can attack at once.
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Built reusable health and damage systems using Actor Components and Blueprint Interfaces.
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Created enemy health-pip UI and player HUD systems for health and ammunition.
Design Intent
Overview:
MK Extra is a fast-paced top-down action game built around aggressive, readable combat and a risk/reward ammo economy. Players use a powerful revolver for ranged combat but must rely on close-range kicks to replenish ammunition, creating a constant push and pull between safety and risk. Distinct enemy archetypes pressure the player in different ways, making positioning, target priority, and resource management central to each encounter.
Goals:
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Create fast, lethal, and readable top-down combat
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Encourage constant switching between ranged and melee combat
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Make ammunition a meaningful resource rather than allowing unrestricted shooting
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Give each enemy archetype a clear gameplay role and counterplay
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Maintain clear player feedback through HUD, animation, VFX, and attack telegraphs
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Build reusable combat and AI systems that could support additional enemies, encounters, and levels

Vacuum

EnemyTypes
