Konan Murad: Technical Designer

Gameplay systems • Networked mechanics • Rapid prototyping

Portfolio

Technical Designer

ProjectHellshift - Solo Developer - UE5

February 2026 – Present

ProjectHellshift is a stylized first-person roguelite shooter I'm building solo in UE5. The goal: tight gunplay, layered card and trait synergies, and runs that escalate into chaos. It's where I get to test what I actually believe about game feel. I handle every discipline myself, from GAS architecture and AI optimization to progression design, level layout, and weapon art.

Key Contributions:

  • Programmed a stylized first-person roguelite shooter, building core gameplay loops, currency economies, and card-based progression systems.

  • Designed a four-tier upgrade system featuring unique items, stacking mechanics, overcharges, and generic stat enhancements.

  • Automated project pipelines with Git-based exports for asset and source code management, enabling LLM-assisted code review.

  • Designed a modular Gameplay Ability System (GAS) framework using GameFeature plugins.

  • Created and rigged 3D weapon assets and weapon skeletal meshes using Blender.

  • Optimized AI performance, increasing framerates from ~70 FPS to 150–170 FPS for 200 simultaneous agents by implementing distance-based movement component toggling and efficient AIMoveTo logic.

  • Built a player skill progression loop using DataTables and a custom LevelUpComponent to handle attribute upgrades upon leveling up.

Walker Labs - UE5

November 2022 – May 2025

At Walker Labs, I worked on a third-person multiplayer shooter, contributing across level design, gameplay systems, and technical implementation in Unreal Engine 5.

Key Contributions:

  • Handled level design from blockout to ship for a third-person multiplayer shooter, delivered every milestone across 12+ months of agile development.

  • Implemented networked gameplay mechanics using GAS and Blueprints, with stable replication across clients.

  • Prototyped new game modes and objectives in UE5, matched to level design intent and playtest outcomes.

  • Wrote design docs in Confluence that kept the team aligned and reduced implementation errors during cross-discipline collaboration.

  • Ran and iterated on 23+ playtests, translating player feedback into Jira tickets and actionable design changes.

  • Introduced an MVP vertical-slice workflow, reducing prototyping time by +50% and Defined must-try requirements with clear docs, shipped a bare playable core, then layered features to enable earlier playtests and faster design decisions.

  • Set up bug reporting by integrating Jira - Slack (auto post to #bugs and Slack to Jira ticketing), making issues visible by discipline and cutting idle queues to same/next day fixes for minor bugs.

Desert Level
Apocaliptic Level

Designed the blockout for the level, balancing navigation, combat flow, and player engagement while also contributing to set dressing to enhance immersion. Additionally, I implemented destructible environments to add interactivity and strategically placed enemy spawn points to shape encounter pacing and difficulty.

Designed the blockout for the level, integrating parkour and puzzle mechanics into level design, including pressure pad interactions for door openings and collectible placements. I also Fully set dressed the hover car room myself where the player enters a hover car to exit the level.

Airdrop Slot Machine Game Feature

RNG based Interactable airdrop slot machine, providing players with loot.

Personal Project Showcases

Ghost Decoy Game Feature

Two-Stage Teleportation Gameplay Ability (UE5). Multiplayer Ready gameplay feature built within the Lyra starter project.

Combat Prototype

Combat is driven by a GameFeaturePlugin, handling actions/features related to GAS. This video demonstrates Body Part Hit Traces, Weapon Slots, Weapon Animation Layers and Weapon Type Specific Damage. Everything shown is still in early development.

Loot Chest Game Feature

Building a modular Unreal Engine Game Feature plugin. This system uses GAS to handle interaction abilities, listens to gameplay events on actors, and triggers GameplayCues for SFX and VFX.

More Personal Projects

Click here to view more personal project showcases.

Certificates

Yasmin Curren - Into Games

May 2024

Konan Murad

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