Originally developed for the Chill Vibes Game Jam (Feb. 2026) over a period of 6 weeks.
Created "Star Sweep" with a team size of 4 people (2 Designers, a 2D Artist, and a 3D Artist).
The game is an isometric-perspective exploration with a sci-fi space aesthetic, tasking the player with cleaning up junk.
What I worked on....
Used blueprint logic to create Collectibles (Junk & Pickups), Space Stations, NaviPing mechanic, score-tracking system, game music player, and other level assets.
Used UMG to implement scripting and art for the Main Menu, Pause Menu, and Core Player HUD. Provided framework logic for easily updating various HUD elements by other designer.
Designed and created the core level.
Lessons Learned
Should discuss earlier on with other designer(s) on using Actor Components and Level Instances as work arounds to source control issues, especially with a GitHub repository.
It's very helpful and motivating to keep a small scope (lots of CRF early on) and focus on that polish and bughunting stage more so, especially when the entire team can see and experience those efforts together.
I joined a group project to complete a game in 5 days. The group consisted of 3 members, a Game Designer (me), a Programmer, and an Artist.
This became "SplitFire", a unique game inspired by classic on-rails arcade shooters with the unique selling point of managing your weapon to adapt to changing situations.
What I worked on....
Used blueprint logic to create key features such as cutscenes and Player/NPC behaviors.
Designed and created all levels.
Sourced and implemented all music and SFX.
Created simple menu with work from artist.
Lessons Learned
It's important to do playtests much earlier than you think, specifically to ensure functionality of core features in packaged products and to correct any player feedback and instruction issues.
Needed better Scope Control and Direction, as we wandered away from the management aspects too much and tried to include features that we couldn't finish by the end.
I joined my first game jam as a 2-person team with an artist.
This became "Welcome to Waves, Inc.", a puzzle game with a Lovecraftian theme involves the player producing otherworldly items to meet a quota.
What I worked on....
Used blueprint logic to create all gameplay and features, as well as implement art assets from team member.
Sourced all audio assets.
Handled source control with GitHub.
Lessons Learned
Learned to cut content very early on (originally planned for multiple levels, expanded item combinations) in order to focus on a polished core gameplay experience.
Sometimes, a small thing that a playtester recommends will not be an easy thing to implement, so playtesting multiple perspectives early on is helpful.