A dark, Souls-like action game about a fallen knight trapped in an endless cycle of death. Once the fiercest enforcer of the goddess Absolute, he defied her to save his wife, and now relives his own atrocities with every death as the battlefield shifts to confront him with his sins. Guided by his estranged wife, now a spiritual ally, he seeks both redemption and revenge in a story about guilt, faith, and the cost of blind devotion.
Phase transition, change between levels with world streaming
Combat Feeling
Keeping a dynamic feel meant the focus system also had to adapt to a phase-two boss whose attacks come primarily from the air.
Multiple Lock-On System
Occlusion Shader
Custom, modular systems for hit detection, impact reactions, and visual feedback, so designers can define weak points and responses per enemy or weapon.
Health UI implementation on Damage
Built every core UI system, from HUD and menus to the visual language of the upgrade system, tied directly to gameplay variables.
Tutorial Enemies
Every mechanic is taught through level design, enemy behavior, and visual language instead of instructional text.
Managed all streaming through Unreal's Data Layer system so the world loads and unloads without hitches, stutters, or mesh popping. Built debug tools to visualize active layers and catch deformation bugs early, keeping transitions between tutorial, hub, and combat areas seamless.
Directed and implemented every in-game cinematic in Unreal's Sequencer, blending naturally into gameplay without cuts. Blueprints and gameplay tags drive the transition between player control and cutscene, with Wwise audio synced to dialogue and action timing.
Full Wwise integration across gameplay, cinematics, and environment: footsteps, ambience, and impact sounds with real-time parameters, plus adaptive music tied to enemy aggro, boss phases, and exploration zones.
Set up a Jenkins-based automation pipeline generating builds tied to source control commits, with validation tasks to catch version mismatches or missing files. Cut manual build time and improved reliability for playtesting.
Collaborated daily with design, programming, animation, audio, and QA to iterate on combat feel and presentation. Supported testing through reliable build delivery and feature validation across the full 8-month production.