Data-Driven Approach
Tables drive missions, combos, and shard states so we could iterate without rebuilding levels.

Case Study
A side-scrolling action prototype where soul shards and boss emotions drive the pacing. Built to keep narrative beats and combat rhythm in sync.
Role
Creative Director
Timeline
16-week vertical slice
Tools
Unreal Engine 5.3 · Blueprints · Maya
This project was developed over a 16-week period, divided into 6 sprints. Each sprint focused on different aspects of the game development process.
Highlighted the milestone vision, captured the core gameplay loop, gathered mood boards, and framed the initial greybox.
Milestone Photo
Core Gameplay Loop
Sprint 1 Video
Mood Board
Structured combo management with light/heavy branches and time-window judgments. Each weapon owns a unique combo table and VFX flavor.
Tables drive missions, combos, and shard states so we could iterate without rebuilding levels.
Animation Montages, Motion Warping, and root-motion-aware Blueprints keep the combat loop fluid.
Interaction polish from weapon wheel materials to mission status cues keeps combat readable.
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