Vale Inimice
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Vale Inimice is a third-person character action game being developed in Unreal Engine 5 with a strong focus on fast-paced combat, player expression, and replayability. Inspired by games such as Devil May Cry, Sekiro, and Castlevania, the project combines high-mobility traversal with stylish melee and ranged combat in a dark gothic world.
I serve as the gameplay programmer, 3D artist, and music producer for the project. My responsibilities include designing and implementing gameplay systems in C++, creating character, weapon, and environment assets, and composing the game's original soundtrack. I have developed systems for modular weapon generation, character combat, enemy AI, movement mechanics, animation, and player abilities while establishing the game's visual and audio direction. Current development focuses on expanding the modular weapon framework, refining combat feel, creating additional art assets, and producing original music that complements the game's gothic atmosphere. The project emphasizes clean, reusable systems and a cohesive artistic vision to deliver a polished and scalable gameplay experience. |
Untitled RPG
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My untitled RPG is a personal project being developed in GameMaker Studio 2 that embraces a minimalist three-color visual style to prioritize gameplay depth over graphical complexity. By intentionally limiting the art direction, I can dedicate more time to building robust systems, creating a cohesive custom user interface, and expanding the game's mechanical depth rather than producing high-fidelity assets.
The project's primary focus is procedural generation and intricate RPG mechanics. From character progression and equipment to encounters and world generation, the goal is to create interconnected systems that produce meaningful variety and player-driven decision-making. A consistent, purpose-built interface ties these systems together, making complex mechanics intuitive to navigate despite their depth. This project is driven by my interest in designing sophisticated game systems rather than appealing to the broadest possible audience. While players who enjoy deep, mechanics-heavy RPGs may find it rewarding, the project is ultimately an exploration of systemic game design and my passion for building complex, interconnected gameplay. |
Untitled Card Game
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My untitled card game is a mechanics-focused RPG built around assembling a functional party and combat setup from multiple card sources. Guaranteed cards establish a reliable foundation, player-selected cards shape the strategy of each run, CPU cards fill unused roles, and quota-based cards prevent weak or incomplete compositions from making a run unplayable.
Each character is represented through a detailed unit profile that manages attributes, health, attacks, abilities, equipment, status effects, cooldowns, and other combat information. Classes, spells, relics, and passive effects are designed to interact with one another, creating layered strategies and allowing different builds to develop over the course of a run. The project focuses on combining the structure and variability of a card game with the depth of a traditional RPG. Rather than emphasizing card collection alone, the design centers on party composition, resource management, character roles, and interconnected combat systems. |
Special Preview
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This is a small preview of a larger world I have been developing over the past several years. Rather than creating a single game's story, I began by writing the world's history, mythology, and timeline to serve as the foundation for a planned five-game series. Each title will explore a different period in that history, gradually revealing how the world, its civilizations, and its conflicts are connected. Development of the first game in the series is planned to begin within the next year.
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