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Sean Kannemeyer

Game Designer

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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:
  • Designed and iterated on the game's core combat loop, centered around a revolver and close-range kick

  • Designed and balanced multiple enemy archetypes, including Melee, Ranged, Leaper, and Boss enemies

  • Defined enemy combat roles, attack ranges, movement speeds, damage values, and attack timings through a dedicated combat balance sheet

  • Created and maintained GDD throughout the project to stay consistent with design goals

  • Designed progression and level interaction systems including collectible requirements and gated level transitions

  • Iterated on combat readability through attack tells, health feedback, HUD states, VFX, and player feedback

  • Added combat polish including hit reactions, blood effects, camera feedback, ragdolls, and game-over presentation

Programming:
  • Utilized UE5’s Blueprint visual scripting to prototype and implement gameplay systems

  • Built extensible combat system that handles damage, health, ammo, and pickups that could then be applied to all pawns.

  • Implemented enemy AI behavior using Behavior Trees, EQS, perception, and custom scripting.

    • Designed 5 enemy types to vary gameplay​

  • Designed and Implemented AI token system to manage the amount of enemies that can attack at once.

  • Built reusable health and damage systems using Actor Components and Blueprint Interfaces.

  • 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:
  • Create fast, lethal, and readable top-down combat

  • Encourage constant switching between ranged and melee combat

  • Make ammunition a meaningful resource rather than allowing unrestricted shooting

  • Give each enemy archetype a clear gameplay role and counterplay

  • Maintain clear player feedback through HUD, animation, VFX, and attack telegraphs

  • Build reusable combat and AI systems that could support additional enemies, encounters, and levels

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Vacuum
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EnemyTypes
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Gameplay Clip

M.K. EXTRA

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