Walker Labs Showcases

Quest Game Mode Prototype

Quest Fetcher is a competitive game mode where two teams race to complete quests and earn points.

Airdrop Slot Machine Game Feature

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

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.

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.