
Technical Game Designer

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TMNT: Splintered Fate
Metalhead/Arena Mode
Teenage Mutant Ninja Turtle Roguelite
Proprietary C++ Game Engine

Technical Designer II
For this DLC, I led the design and implementation of Metalhead, the game’s second post-launch playable character and its first fully ranged hero. Built in C++ within our proprietary engine, Metalhead’s combat design centered around sustained ranged damage, evasive mobility, and incremental power scaling over the course of each run. I developed and iterated multiple kit versions to strike a balance between precision and challenge, avoiding the pitfalls of a long-range character trivializing encounters. To support Metalhead’s unique gameplay, I expanded our projectile systems to introduce complex functionality such as homing and piercing shots, ensuring his abilities blended seamlessly into existing combat mechanics while offering a distinctly different play style from the core cast.
In addition to character development, I designed and implemented the new Arena Mode and its three levels. This mode introduced a non-linear mission structure with nine branching paths across reimagined versions of the main story environments, requiring new logic for progression, difficulty scaling, and pacing to deliver fast, action-oriented gameplay. I also expanded our narrative system to support a dynamic side storyline that adapts to the order in which players complete missions, adding variety and replayability to the experience. Beyond level structure and flow, I integrated the foundation for the new Robotics Power Tree, the first major progression expansion since launch, as well as designed and implemented the core behavior for the Astral Wraith enemy type—creating multiple elemental and attack variants that diversified combat encounters across Arcade Mode’s escalating runs.
Trailer
Metalhead: Pizza in Peril Trailer