Summary
The Mystic is a systems-driven, research-led survival experience built in Unreal Engine 5.x. From the beginning, I set out to make sure every mechanic was designed to behave like the ideas it represented, rather than attaching a theme to pre-existing gameplay. This meant extensive research, iteration, and building most systems from scratch so I could understand exactly how they worked and adapt them to the project’s needs.
Project Details
One of the core elements of the game is its spirituality system, inspired by Sufi concepts such as Tawakkul, Sabr, Ikhlas, and Ma’rifah. Each progression bar increases through specific in-game actions — for example, Sabr grows when the player hides or incapacitates enemies non-lethally — and these bars unlock new abilities or narrative moments that directly affect how the game world responds to the player. This interweaving of spiritual and survival systems created loops where both aspects feed into one another, shaping the player’s choices and pacing.
I also designed a hunting mechanic informed by the principles of zabiha, which requires a two-step process of wounding the animal and then performing a ritual slaughter. This was far more than just a moral flourish; it affected animation timing, UI prompts, and resource collection, making hunting a deliberate act instead of a quick interaction. Alongside this, I built interconnected systems for looting, cooking, crafting, and resource scarcity, ensuring that every survival decision tied back into either material needs or spiritual growth.
Navigation was another important focus. I developed a map, compass, and marker system intended to support exploration without excessive handholding. The goal was to encourage players to learn the environment through observation and familiarity rather than relying solely on UI indicators. These world systems worked in tandem with environmental storytelling and resource placement to foster a deeper sense of place.
Throughout development, I used Figma, Miro, and Photopea to create visual mock-ups, UI wireframes, and system flow diagrams, which I presented during team standups. Clear documentation was critical, as it allowed other developers to implement or expand on my designs without losing the original intent. I also imported 3D assets from Blender and marketplace sources, set them up for in-game use, and maintained version control using SVN with Diversion. Collaboration and feedback loops were managed through Microsoft Teams and Discord.
To ensure authenticity, I spent considerable time studying Islamic and Sufi texts, drawing direct connections between historical and theological ideas and their mechanical representation in the game. This process required translating abstract concepts into tangible player actions, testing them in-game, and iterating until they felt both respectful and engaging. Some early prototypes either leaned too heavily on explanation or were too vague to be understood, but through repeated refinement, I found the balance between thematic depth and intuitive play.
Developing The Mystic taught me the value of deep research in systems design, the importance of clear documentation for team-based implementation, and how “smoke-and-mirrors” techniques can be effectively utilized to achieve believable results quickly. The project reinforced my confidence in building interconnected systems from scratch and expanded my ability to merge cultural authenticity with gameplay in a way that feels meaningful for the player.
Summary
Auto Moba is a real-time strategy arena game where players command predetermined faction-based unit rosters inspired by StarCraft, battling in fast-paced lanes similar to Clash Royale. Each race features its own unique playstyle and an electricity-based resource system that powers units and abilities throughout the match.
Project Details
The concept for Auto Moba came from a fascination with how Clash Royale simplifies RTS design with its automatic time based resource and how StarCraft elevates asymmetric play through its playable races. I kept wondering: What if I combined the strategic clarity of card battlers with the deep identity of RTS races while building every system myself? That question became the backbone of the project and pushed me to understand not just how these genres work, but why they work. I spent weeks building the underlying framework: real-time spawning logic, pathfinding behaviours, damage calculations, and the economy backend that is very similar to clash royaless signature Automatic Time-based resource system.
Designing the races themselves was one of the most iterative parts of the project. Instead of letting players choose cards like in Clash Royale, each race comes with a predetermined deck of units and abilities, more akin to StarCraft’s distinct factions. I approached each race as if I were designing a belief system or culture: what do they value, how do they fight, what weaknesses balance their strengths? For each faction, I created custom units with hand-built combat behaviours, attack patterns, and synergies. The goal was to make every match feel like two philosophies clashing, not just two sets of stats. StarCraft does this well and became a north star for most of my design choices.
While engineering the systems was the heart of the project, the presentation work taught me just as much. I designed a readable UI animated with Blueprint timelines, created custom VFX to visualize resource flow, and built a compact battleground environment that emphasized clarity, player feedback, and rapid decision-making.
What made Auto Moba especially meaningful was how much it pushed me to merge design and engineering thinking. Every feature required balancing artistic vision with technical feasibility. Every unit forced me to understand timing, counterplay, and readability. Every race required a philosophy. And every part of the system reinforced the central idea that strategy games thrive on clarity, identity, and the interplay of simple foundations and complex emergent behaviours.
The result is a prototype that blends RTS depth with arena simplicity, where races feel distinct, the resource system creates new strategic possibilities, and every mechanic reflects something I built with my own hands. Auto Moba became weighty for me, teaching me not just how to build isolated systems, but how to think like a systems designer.
Summary
In Unwalled Meadow, players engage in shooting wooden targets with a rifle, completing the task within a specific time limit that varies based on the chosen difficulty level.
Project Details
This solo project focused on developing essential gameplay mechanics using Unreal Engine. I didn't use any kits or game mechanics I could find online because I wanted to make sure I could engineer them myself so I could feel more confident in my abilities. I primarily utilized Blueprints, with some coding in Visual Studio, to create the core mechanics vital to the game. The map design was straightforward, with minimal blocking out due to the small and simple nature of the area. Additional levels I designed were similarly compact.
I sourced most assets and textures from platforms like Fab and Sketchfab, leveraging various 3D modeling and texture marketplaces. I also experimented with Unreal Engine's fracturing tools for targets and other interactive elements. For the user interface, I incorporated elements from Unreal's UIMaterialLab to enhance buttons and effects, for a polished visual experience.
The majority of the time I spent working on this game was dedicated to refining its core mechanics, such as shooting, aiming down sights, and implementing win conditions. A significant portion of my effort also went into sound and map design. One of the most challenging aspects was making the river sound dynamic and realistic by tying it to the river spline. This required the sound to vary naturally depending on the player's position relative to the river, which took a lot of trial and error to achieve.
In addition, I worked on landscaping, foliage placement, material blending, lighting, and 3D modeling. Each of these areas opened my eyes to the depth and complexity of their respective fields. I quickly realized that I had only scratched the surface, despite watching several specialized YouTube tutorials to understand the basics. Many of the resources I found were outdated or didn’t align with the unique setup of my project, which meant I often had to figure things out on my own.
Throughout the development process, I frequently employed "smoke and mirrors" techniques to achieve desired effects. Initially, this felt like cutting corners, but I came to understand that such approaches are both common and valuable in the video game industry and programming in general. These techniques often allow developers to create convincing illusions or optimize performance without compromising the player's experience.
When I began examining other projects, I started recognizing how similar techniques were used to achieve similar results. This not only validated my methods but also helped me learn how to approach certain mechanics and systems more efficiently, reducing the need for jerry-rigged solutions. It was a rewarding experience that highlighted the constant learning curve in game development.
Summary
Cart Park is a unique Counter-Strike 2 map designed for one-on-one matches, inspired by urban street art and colorful cityscapes. This innovative design transforms a traditional garage setting into a visually striking arena where cars become both canvases and strategic elements.
Project Details
The concept for Cart Park struck me during a leisurely drive through the city, where I found myself captivated by the vibrant clash of colors on the walls that had been transformed into canvases. This urban spectacle sparked an idea: what if I could translate this colorful energy onto real-life objects instead of confining it to walls? I envisioned an environment where the very items within it would become the visually appealing elements, rather than relying solely on painted surfaces for aesthetic impact.
With this inspiration in mind, I dove headfirst into the map design without the traditional preparations. Each placement and angle of a car was determined by what felt visually interesting in the moment. This unorthodox method resulted in numerous iterations and countless redesigns. Each failed design taught me something new about spatial relationships, player interactions, and the balance required in map creation. This experience gave me a consistent approach that I adopted for every future project I undertook after this.
My focus was on creating a space that would feel both familiar and surprising to players, striking a balance between recognizable elements and unexpected twists. The core structure adhered to the traditional components one would expect in a garage. I decided to repurpose car hoods and trunks as the primary platforms, allowing players to use these unconventional surfaces to gain advantageous angles during gameplay.
The true challenge was infusing the map with the vibrant energy I had envisioned on the car ride whilst using the cars as a canvas. I experimented with various color palettes, drawing inspiration mostly from the aesthetics of pop art and my car ride. This process of color exploration was exciting and daunting, as I sought to create a visual environment that would be stimulating without becoming gaudy.
After numerous iterations, I ultimately settled on a more restrained color scheme than I had initially imagined. The final design features a simple, calm blue and red perimeter, providing a subtle backdrop that allows the colorful cars within the space to truly stand out. These vehicles, each painted in a distinct hue, serve as both visual focal points and functional elements within the gameplay area. This approach allowed me to incorporate the vibrant energy I desired while maintaining a level of visual clarity essential for competitive play.
The result is a map that combines the functional aspects of a garage with an artistic flair, creating a unique and engaging environment for 1v1 encounters. The colorful cars not only add visual interest but also serve as strategic elements, offering cover and creating dynamic sightlines throughout the space.