Crimson Knight

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.

RoleTechnical Designer
EngineUnreal Engine 5
Team19 people
DurationNov 2024 to Jul 2025

Phase transition, change between levels with world streaming

Combat Feeling

Camera Systems & Combat Feel

Built the entire camera system from the ground up

Keeping a dynamic feel meant the focus system also had to adapt to a phase-two boss whose attacks come primarily from the air.

  • Dynamic lock-on for single and multiple enemies with smooth target switching
  • Custom camera behavior for boss fights, tight spaces, and long-range transitions
  • Hit stop, timed camera shakes, and dynamic FOV shifts tied to weapon impact
  • Camera blends between combat, exploration, and cinematic triggers

Multiple Lock-On System

Targeting

Switching targets without losing the fight

  • Smooth target switching across multiple enemies in the same encounter
  • Prioritizes threats based on distance and attack windup
  • Keeps the camera readable even as targets move in and out of range

Occlusion Shader

Combat Tools & Hit Feedback

Making combat feel visceral and weighty

Custom, modular systems for hit detection, impact reactions, and visual feedback, so designers can define weak points and responses per enemy or weapon.

  • Modular hit-detection spots for specific damage areas per character
  • Hit stop and reaction timing built directly into animation states
  • Reusable camera shake profiles triggered by impact intensity
  • Solved camera occlusion in tight spaces without breaking readability

Health UI implementation on Damage

UI Systems & Upgrade Flow

Progression players can feel, not just read

Built every core UI system, from HUD and menus to the visual language of the upgrade system, tied directly to gameplay variables.

  • Dynamic UI widgets for combat, inventory, and upgrade screens
  • Visual upgrade system where progression shows in UI and character alike
  • Hover, click, and transition feedback across every menu state
  • Upgrade effects linked to gameplay variables: health, damage, cooldowns

Tutorial Enemies

Tutorial Enemy System

Onboarding without a single UI popup

Every mechanic is taught through level design, enemy behavior, and visual language instead of instructional text.

  • Enemy spawn and activation controlled by player location and triggers
  • Each enemy scripted to teach one core mechanic: parry, dodge, or stamina
  • Environmental cues (lighting, animation) synced to guide attention
  • Fallback logic to reset a mechanic if the player misses the cue
Under the Hood

Systems without a highlight reel

Level Streaming & Data Layers

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.

Sequencer Cinematics

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.

Audio Implementation (Wwise)

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.

Build Pipeline (Jenkins)

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.

Team & Process

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.

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