Made in Unreal Engine 5.
For Monochroma, I blocked out a city to vandalize and do freerunning in and implemented an elegant interaction pattern that seamlessly combines various inputs.
In this experimental shooter, 2 players face off in an area control competition. Whoever has more flowers on a desert tile wins that tile, unlocking a respective tile on the fractured shared split screen. This idea, and its technical implementation using render targets were my key contributions to this game jam.
In this level design project, I focussed on a steady and managable learning curve, introducing increasingly complex mechanics and levels over time.
In “Shellycoat”, I developed the main movement patterns and input revolving around wallruns, slides, and dashes, as well as the architecture and user experience for respawn points, level selection, settings, and more.