
Action metroidvania (Unreal Engine 5)
In development, unannounced
C++ and GAS gameplay architecture, a combo graph and designer tools for an unannounced UE5 action metroidvania.
WORLD 01 · STUDIO WORK
Senior Technical Designer, and Lead Technical Designer for the hypercasual line
Two bodies of work at Sovereign Axe Studios: a line of 7 hypercasual Godot games on one shared framework that I designed, built and tooled, and the gameplay architecture for an Unreal Engine 5 action metroidvania on a 6 person team. None of it is public yet, so it is described here by genre, systems and tooling.
Status In private playtest, with two titles in release prep. Every title passes a headless verification gate, builds for Windows, macOS, Linux and Android with one button, ships GitHub Actions artifacts straight into the studio launcher, and is checked against a 51 point mobile release audit by an automated ship checker.
Three of the studio's games had grown apart. Each had its own save layer, its own debug panel and its own snapshot format.
I brought them onto one shared framework, then built the pipeline around it so a new title starts with all of it in place: config, debug tools, snapshots, build modes, Snapser, achievements, economy, accessibility and the release audit. The arcade snake title was the first to bootstrap that way, from day one.
The framework now runs under 7 hypercasual titles, and I am adapting it to the team's mid tier narrative deckbuilder, across three project scopes: hypercasual, mid tier, and practices carried over from the Unreal Engine 5 work.
I owned the studio's hypercasual line end to end: game design, development, and the tools and build pipeline behind every title. I ran the line's meetings and set its priorities and milestones. I worked with the studio's UI/UX designer, 2D artist, sound engineer, build engineer, technical director and writers to shape the pipeline around each discipline's workflow, so art, audio, UX and narrative drop in through tools built for them, and the line scales with the team rather than around one person.

In development, unannounced
C++ and GAS gameplay architecture, a combo graph and designer tools for an unannounced UE5 action metroidvania.

Release prep, private playtest
Wave based arcade shooter with themed modes, an escalating boss roster, and art and audio made entirely in code.

Release prep, on TestFlight, private playtest
Brick breaker with a composable rules sandbox, the studio reference economy, a Monte Carlo sim lab and an accessibility audit.

Private playtest
Turn based naval strategy with faction abilities, an AI opponent, live daily missions and measured color vision accessibility.

Private playtest
A classic card game expanded with decks, perks and auctions, on a rules engine that plays full matches headless.

Private playtest
An original number sum stacking puzzle with swappable themes, an in game level editor and per level leaderboards.

In development
A tap to clear logic puzzle with a procedural generator, a solver and validator, and a hand made level editor.

Pre production
A design led drag path puzzle with mechanic packs, player made level rules and color independent cues.

Bootstrapping
Arcade snake with modes and daily challenges, the first title bootstrapped from the shared framework.

In development
Adapting the shared studio framework and tools to the team's mid tier narrative deckbuilder.

One launcher for every studio project: play, build, update from CI, and open in the editor.

Records real gameplay from each game for launcher cards and marketing, then builds the press kit.

Shared code synced one way into every game repo, with drift detection and an addon tracker.

A Claude Code plugin and process for a game catalog, with specs staged in waves and people approving each step.

The shared framework under 7 studio games: config, debug tools, snapshots, build modes, Snapser, economy and accessibility.

A live frame overlay, a hitch log and CSV recordings, built into every studio game.

One window for every game in the studio: versions, builds, shared addon health, the ship check and each game's tools.

A 51 requirement mobile release audit, plus a static checker that runs it against every game.

A combo graph editor, a Blueprint to C++ converter, a Details organizer and graph styling for Unreal Engine 5.

Level editors, a missions editor, a balance sim lab, sound labs and art slots, built for the people who use them.
Godot A central config with a debug override layer, tunable live in every game
Unreal Data Assets drive abilities, combos and upgrades
Godot Rules engines with no scene dependencies, testable headless
Unreal A C++ core exposed as a designer facing Blueprint API
Godot Code built scenes and one file per faction, perk or mod
Unreal Combo graphs stored as text backed JSON
Godot Level editors, a missions editor, sound labs and art slots
Unreal A combo graph editor, Details organizer and graph styling
| System | Arcade shooter | Brick breaker | Naval strategy | Card battler | Stacking puzzle | Tap to clear puzzle | Arcade snake |
|---|---|---|---|---|---|---|---|
| Central config and debug tuning | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
| Debug and pause menus | Yes | Yes | Yes | origin | Yes | Yes | planned |
| Shareable state snapshots | Yes | Yes | Yes | origin | No | No | planned |
| Asset Viewer | Yes | Yes | UI origin | Yes | No | No | No |
| Debug, Limited and Release builds | Yes | Yes | Yes | Yes | Yes | No | No |
| Snapser: auth, boards, cloud save, analytics | Yes | Yes | Yes | Yes | Yes | No | planned |
| Sign in with Apple | Yes | Yes | Yes | Yes | Yes | No | No |
| Achievements | Yes | Yes | No | Yes | Yes | planned | planned |
| Remote config and live content | Yes | No | Yes | No | No | No | No |
| Economy | stub | origin | stub | stub | No | No | No |
| Accessibility | shake | audit, fonts | color vision | flash | settings model | No | No |
| Themed easter egg series | Yes | No | Yes | Yes | No | No | planned |
| One button builds | Yes | Yes | Yes | Yes | Yes | No | No |
| Headless test gate | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
| Release audit coverage | Yes | Yes | Yes | Yes | Yes | Yes | Yes |