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Shroom
Project type
Game Design, Programming, Art
Date
May 2025 - July 2025
Design
Game Design Documents, Game Pitch, liasing with client, testing at all stages, UI/UX design, all mechanics, all sound design, asset list, milestones and scope, schedule
Programming
Player controller, isometric camera and camera angle switch, player health/damage system with widget integration, player mana with widget integration, player damaging projectile, procedurally generating level, spawn points and exit blocking logic, debugging logic to remove overlapped pieces, collectables, collectables, enemy AI using behaviour tree to patrol, chase and attack, enemy health/damage system, working doors, collectable key amount to open exit door, main menu, pause menu, animation blueprints, blend space, locked door widget, level complete widget, trampoline
Art
Main Character model, forest floor material, panning water material, bark wall material, log model, stump model, pile of leaves model, UV unwrapping for all objects and texturing for all objects, materials for all objects, enemy character model, VFX projectile using Niagara system, mushroom cluster model, collectables, lighting, UI/UX art, walk cycle animation, jump animation, death animation, enemy hit animation, enemy walk cycle animation, enemy attack animation, enemy death animation
Shroom is a solo project designed to cater to the needs of a client. The brief was a game that featured randomisation at its core, while maintaining player purpose.
Each week I was tasked with creating a build and distributing it to a client, receiving feedback and tailoring the game to the client's needs.
The game features a procedurally generated level, with spawn locations of props, consumables and level pieces selected from pre-determined locations at random.
I was responsible for the entire project, including Production, Game Design, all documentation, Level Design, blueprint coding, widget implementation, art assets, VFX and SFX.















