Projects

Browse selected projects below.

Arc Raiders Analysis

Arc Raiders Analysis

Arc Raiders Analysis is a structured game UX study that examines Arc Raiders through two main lenses: usability and player engagement. In this project, I analyzed the game using the Seven Usability Pillars and the Engage-ability framework, focusing on Motivation, Emotion, and Game Flow. The study explores which design decisions support player mastery, discovery, and social interaction, and where friction, ambiguity, or unnecessary cognitive load begin to appear. It highlights both effective and problematic examples across areas such as signs and feedback, inventory clarity, error prevention, flexibility, player motivation, emotional presence, and onboarding. Rather than only describing features, the project focuses on how design choices shape the player’s experience, strengthen immersion, or create friction throughout play.

The Thief

Thief is a short-form project created in collaboration with a character artist friend to test an enemy AI system I developed in Unreal Engine. The project was built as a playable prototype focused on evaluating enemy behavior, player tracking, and overall AI flow within the game. Although it was developed in a short timeframe, it became a useful study for testing technical systems and observing how those mechanics translated into actual gameplay. It served as a hands-on prototype for quickly validating AI-related design and implementation decisions.

Unreal Engine Action

Last Light

Last Light was one of my first large team projects in Unreal Engine and the first game where I developed a more complete AI system. I adapted and integrated mechanics I had previously built, while the AI side of the project was fully my responsibility aside from level design and basic mechanics. I also added a puzzle mechanic, implemented subtitles through Unreal Engine widgets to strengthen the storytelling, and created small cinematic scenes using Unreal Engine’s camera tools. During development, I also gained experience in optimization, working with level streaming, effect management, and similar techniques to improve performance without losing the game’s feel and visual quality. Unfortunately, the project was dropped before development was completed.

Unreal Engine Horror Story Telling

Lights Out

Lights Out was my first VR project and an important step in learning Unreal Engine 5.7’s VR pipeline, along with AI systems built with State Tree and Smart Objects. During development, I worked on rigging, animation, hand interaction systems, gameplay flow, and system integration. The core concept and design belong to me, and I also refined and integrated mechanics developed by other team members into the project.

Unreal Engine VR Horror