Projects
Neon Onslaught
Solo Development. Complete game.
A cyberpunk survival game built in UE5.5 with original music, custom VFX, custom UI, and scripted trap systems.Tech Stack:
- Unreal Engine 5.5
- Blueprints
- Niagara VFX
- Metasounds
- Blender
- Ableton
- Plugins - Serum, Omnisphere 2, Massive, Battery 4, etc.
ElectroNexus (WIP)
A VR action-adventure RPG in early development using Unreal Engine 5.6, Blender, and Ableton.
VFX
The staff executes modular subroutines, each functioning like a magic spell within the game world. Changing the orb attached to the staff dynamically switches which subroutine is active, allowing for flexible combat strategies.
Subroutine: ProtoFire
- Magma orb integrated into staff
- Releases blast from the orb’s core
- Stylized fireball projectile
- Impact burst
- Applies DoT fire effect to enemy mesh
Subroutine: NullPulse
- Void orb integrated into staff
- Multi-projectile spread via complex Niagara system
- Chained projectile reactions using emitter death events
- Multi-stage impact behavior
Systems
All core gameplay systems have been implemented with a focus on immersion, smooth pacing, and tactile VR feedback. The goal is to deliver satisfying moment-to-moment play, whether navigating or fighting.
Dynamic Subroutine Radial Menu
A responsive radial menu built using trigonometry allows unlocked subroutines to automatically populate a circular interface. The menu anchors to the player’s staff-hand, providing intuitive, quick-swapping access to available abilities.
Locomotion & Melee
Players move using full joystick-based locomotion—forward/backward movement and strafing on the left stick, turning on the right. The system is tuned to reduce motion sickness while supporting intense melee combat.
Subroutine Targeting System
Players can focus their staff on enemies to lock targets. When locked, enemies display a pulsing outline and persistent orb above their heads, indicating health and status. This enables precise ranged casting while freely using melee against others.
Environment
ElectroNexus takes place on an alien world where multiple colony ships have crash-landed. The setting fuses sci-fi utopia with mysterious alien ruins, creating a surreal world to explore and reclaim.
ElectroNexus Hub
The player's home base is the entertainment sector of their crashed colony ship. This space is fully customizable, gradually upgraded using materials and drops earned through gameplay. A personal sanctuary within the chaos.
Assets
Assets are handbuilt by me using AI references and lots of time in Blender.
My Asset Creation Pipeline
Every asset is handcrafted by me in Blender, with AI accelerating the reference and ideation process. I begin by prompting ChatGPT with a concept, generate visuals, then run them through Meshy for mesh extraction. From there, I shape, sculpt, and refine in Blender—dialing in the silhouette, topology, and materials. The final polish happens across both Blender and Unreal Engine.
The SpeakerBot
My first fully rigged skeletal mesh. Optimized and game-ready. Currently in the animation phase.
The Pendant Speaker Stack
This ceiling-mounted speaker stack allows for vertical stage design and dramatic silhouettes. It's my first asset and defines the cyberpunk tone I am building toward.
The Monolith Floor Speaker Stack
A custom floor speaker built for maximum presence. A centerpiece for the party world I am constructing.
Staff
My first weapon asset, built to embody the peak of sci-fi cyberpunk aesthetic. It serves as the foundation for my spellcasting system.
Sword
The counterpart to the staff and part of a modular weapon theme. Players will craft weapons using resources collected throughout gameplay.