
Solo work
Levels
Academic projects on pacing, navigation and using the environment to tell a story and guide the player.
01 — Combat encounter
Cable Cars
A guided escape through a mountain outbreak: diegetic indicators, controlled sight lines and gradual reveals of the play space, escalating as the player restores power.
- Duration
- 6 weeks, half-time
- Engine
- Unreal Engine 5.6
- Focus
- Combat, storytelling, scripting
- Third-party
- Blockout Tools, Mixamo, AGLS

- 01Emerging from the forest, the player sees the power station — the ultimate destination.
- 02Explore the parking lot for clues and equipment.
- 03Climb and push objects to reach the cable car control room; a note reveals the power is out.
- 04Start the backup generator in the maintenance room.
- 05Parkour and climbing through a forest path.
- 06The final climb up to the power station.
- 07Navigate a maze of rooms to the roof's main power switch.
- 08Zombies approach — run and slide downhill to escape.
- 09Fight through enemies gathered in the forest.
- 10Battle to the control room and escape by cable car.
02 — Technical design
Hotline Bling
Inspired by Hotline Miami — fast, split-second action. The focus was Blueprints and an intuitive layout that keeps momentum and drives the player forward clearly.
6 weeks · UE 5.6 · Blueprints, combat, level design
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Footage not found
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03 — Adventure
Uncharted/Adventure
From the docks through a torch-lit cave and patrolled jungle to a village, up to a mountain fortress, down through a skeleton forest and swamp — then a secret shortcut back to the peak to unlock the gates.