Whisper Of The Dead
Role/Responsibilities:
Game Designer, AI Systems Developer, Programmer, UI (Solo Project)
Tools Used:
Unreal Engine 5, C++, Behavior Trees, Perception System, Subsystems
Description:
A third-person survival shooter emphasizing emotional tension, choice-driven outcomes, and adaptive NPC behavior. The project integrates a dynamic AI ecosystem where both allies and enemies react intelligently to player actions, supporting immersive storytelling and balanced challenge.
Research Summary:
Whispers of the Dead’s adaptive AI design draws from Goal-Oriented Action Planning (GOAP) and dynamic Behavior Tree methodologies, similar to the combat AI in F.E.A.R. (Orkin, 2006). It also applies affective player-modeling principles from Yannakakis and Togelius (2018), supporting emotionally reactive companions that respond to player behavior and environmental tension.
(Orkin, 2006; Yannakakis & Togelius, 2018)
Backyard Bakery
Role/Responsibilities:
UI Designer, AI Systems Programmer (Team Project)
Tools Used:
Unreal Engine 5, Blueprints
Description:
A turn-based cooking puzzle where players collect ingredients on a grid before insects consume them. The design emphasizes readability, timing, and user flow through accessible UI and clear player feedback loops.
Research Summary:
Backyard Bakery draws on design research around player readability and cognitive load in strategy-based UI systems. It applies principles from Federoff’s heuristic evaluation of game design and Nielsen’s usability heuristics to ensure accessible interfaces and clear moment-to-moment feedback during turn-based play.
(Federoff, 2002; Nielsen, 1995)
Chaotic Battleships
Role/Responsibilities:
Systems Designer, QA, Programmer (Team Project)
Tools Used:
Unity, C#
Description:
A 2D turn-based strategy game inspired by Battleship, featuring strategically placed enemies, customizable upgrades, and grid-based combat with dynamic firing and movement systems. The design emphasizes tactical pacing, player clarity, and balanced wave progression through iterative testing and refinement.
Research Summary:
This project applied research on player flow and procedural AI behavior to balance challenge and engagement. Design focused on maintaining cognitive pacing between turns and waves, ensuring that upgrade systems reinforced a rhythm of mastery and reward. Iterative testing informed difficulty tuning to support strategic agency and sustained engagement.
(Fullerton, 2019; Adams, 2014)