PORTFOLIO

passion project

2 months

3 people

PROJECT SOULSKRAD

Momentum-Driven 3D Movement Prototype

SoulsKrad is a fast-paced movement prototype where fluid traversal and momentum-based mechanics take center stage. Designed to reward precision and flow, the game introduces a grappling hook with dynamic player input and charged jumps that create a unique blend of strategy and speed. Players must carefully prepare their movements, building up momentum before seamlessly traversing the environment.

Key Features:

  • Momentum-Based Locomotion – Getting started requires preparation, but maintaining movement is rewarded.

  • Adaptive Grappling Hook – Players have precise control, with early release mechanics enabling powerful aerial boosts.

  • Charged Jump System – Encourages thoughtful positioning before launching high up in the air.

SoulsKrad has undergone two prototypes, each refining its core movement mechanics based on player feedback. With movement now finalized, the next stage of development will focus on expanding the game’s mechanics further—starting with combat.

3 months

solo

school project

SHATTER STEP

Precision - Based 2D Platformer

Shatter Step is a challenging yet rewarding 2D platformer built around creative, mechanically intensive movement. Players must master a unique ice wall-spawning ability, allowing them to create their own platforms mid-air to overcome obstacles and navigate increasingly complex levels.

Inspired by Soulslike design principles, Shatter Step delivers a series of difficult but fair challenges, encouraging persistence and mastery. Death is not a setback but an integral part of the experience—displayed as a personal high score and a testament to progress.

Design & Development Challenges:

  • Balancing difficulty and fairness while ensuring each challenge felt satisfying to overcome.

  • Implementing save systems and accessibility features proved more complex then initially anticipated.

  • Iterating through five prototypes to refine movement mechanics and level design.

Shatter Step is now fully completed, with a downloadable version available.

screenshots and video’s of the different iterations

solo

6 months

school project

ANIMUS

Fantasy Melee Combat & Stance Swaps

Animus was an ambitious fantasy melee combat project centered around stance-switching mechanics, allowing players to swap between different powers to gain unique abilities and tactical advantages. Alongside this core system, the game featured a 72-perk skill tree and an advanced enemy AI, designed to challenge the player’s adaptability.

While Animus showed promise conceptually, development revealed a critical gap between mechanics and game feel. Despite implementing a fully functional stance system and complex progression mechanics, the fundamental movement and combat lacked responsiveness and impact—leading to a lackluster player experience. Additionally, as a solo project, Animus became difficult to scale, with feature creep expanding the scope beyond what was feasible.

After six months of development, I chose to end the project and shift my focus toward refining core game feel before adding complexity in future projects. This decision directly influenced my later work, where I prioritized fluid movement and responsive controls as the foundation of combat design.

Key Achievements:
✔ Developed a stance-switching combat system with distinct gameplay advantages.
✔ Designed and implemented a fully functional 72-perk skill tree.
✔ Created a complex enemy AI to challenge stance-based decision-making.
✔ Gained firsthand experience in scoping projects realistically and the importance of game feel over feature depth.

While Animus remains unfinished, it was a pivotal stepping stone in my journey as a designer, shaping my approach to movement, combat, and player experience in all future projects.