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WORLD 01 · STUDIO WORK

Sovereign Axe Studios

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.

One framework under every game

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.

Games

Tools

How I work, in either engine

Data driven tuning

Godot A central config with a debug override layer, tunable live in every game

Unreal Data Assets drive abilities, combos and upgrades

Logic apart from presentation

Godot Rules engines with no scene dependencies, testable headless

Unreal A C++ core exposed as a designer facing Blueprint API

Formats that diff and merge

Godot Code built scenes and one file per faction, perk or mod

Unreal Combo graphs stored as text backed JSON

Editor tools for designers

Godot Level editors, a missions editor, sound labs and art slots

Unreal A combo graph editor, Details organizer and graph styling

Shared systems across the line

SystemArcade shooterBrick breakerNaval strategyCard battlerStacking puzzleTap to clear puzzleArcade snake
Central config and debug tuningYesYesYesYesYesYesYes
Debug and pause menusYesYesYesoriginYesYesplanned
Shareable state snapshotsYesYesYesoriginNoNoplanned
Asset ViewerYesYesUI originYesNoNoNo
Debug, Limited and Release buildsYesYesYesYesYesNoNo
Snapser: auth, boards, cloud save, analyticsYesYesYesYesYesNoplanned
Sign in with AppleYesYesYesYesYesNoNo
AchievementsYesYesNoYesYesplannedplanned
Remote config and live contentYesNoYesNoNoNoNo
EconomystuboriginstubstubNoNoNo
Accessibilityshakeaudit, fontscolor visionflashsettings modelNoNo
Themed easter egg seriesYesNoYesYesNoNoplanned
One button buildsYesYesYesYesYesNoNo
Headless test gateYesYesYesYesYesYesYes
Release audit coverageYesYesYesYesYesYesYes