Walker Labs Showcases
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.




Loot Collection
Environmental Destruction
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.
I designed and implemented a collectible resource system that spawns at the world location of a destroyed object, drops to the ground, and after a brief delay, smoothly homes in on the player when within pickup range for automatic collection. The movement uses an animation timeline and a interpolation function to ensure a fluid and natural motion.
Implemented a destruction system using Chaos Destruction, where different weapons apply unique damage effects to the environment. Each weapon spawns a weapon specific force field, allowing precise interactions. Rifles gradually chip away at surfaces, while grenade launchers cause instant structural destruction on impact.
Personal Project Showcases
Ghost Decoy Game Feature
Two-Stage Teleportation Gameplay Ability (UE5). Fully Replicated gameplay feature built within the Lyra starter framework.

Door Game Feature
Interactive Abilities
I developed a set of interactive abilities, including foliage that reacts to player movement by glowing using easing and overlaps, a force push that applies force based on a physics object size, and a puzzle detection ability that reveals hidden elements and enables targeted interactions when looking at specific actors with the crosshair.




Level Up System
Blueprint Exercise - AI
Using Unreal Engine’s Lyra sample, creating a new interaction ability that allows players to open and close doors. Using Data Assets, I enabled designers to quickly swap door types and states without modifying the blueprint. Additionally, I documented the entire system, ensuring clear guidelines for iteration, usability, and future development plans.
I redesigned a marketplace asset’s leveling system, replacing its simple progression with a point based upgrade system. Inspired by Souls like mechanics, players earn points upon leveling up, which can be allocated to attributes Upgrades adjust character stats, with visual scaling applied to attributes such as the health bar.
I prototyped three AI behaviors inspired by Nier, implementing movement, shooting patterns, and special attacks using Blueprints. One AI follows the player, another remains stationary while adjusting shot intervals, and a third triggers a special move based on the players distance in four directions with a sinusoidal pattern.
Video Gallery
A collection of personal project videos.


