

//SKELETRON.EXE
Details
Project Description
This project was an exploration of inventive player movement and resource management, focusing on designing a fluid, skill-based traversal system paired with a strategic ammo economy. We implemented an ammo system inspired by Heavy Bullets, where fired rounds must be retrieved before they can be used again. This mechanic prevents players from mindlessly spamming shots, instead encouraging deliberate aim and movement while forcing them to navigate toward danger to recover ammo. Combined with momentum-based traversal mechanics this system created a dynamic loop where players are constantly balancing aggression, positioning, and resource management.
Advanced Player Movement Systems
My main technical contribution during this project was an exploration of player movement and speedrunning in the FPS genre. Early prototypes experimented with multiple movement styles: Halo’s floaty, low-gravity jumps; CS:GO’s high skill grounded strafing and Doom Eternal's aggressive chained dashes and fluid mantling. Playtesting revealed that high acceleration and tight air control created the most engaging experience, leading to the development of advanced movement mechanics like dashing, bunny hopping, and wall climbing. These additions emphasized momentum-based traversal, allowing players to master movement techniques that enhanced both combat and level navigation. Together, these mechanics formed a high-skill ceiling movement system that emphasized fluidity, speed, and dynamic combat; ideal for speedrunning.

SPEEDRUN
FMOD Pipeline & Enemy AI
I implemented a streamlined FMOD integration pipeline, allowing our composer to test over 200 sound effects and four music tracks within just two weeks. This system enabled rapid iteration on audio design, ensuring that sound effects and music could be easily swapped and adjusted in response to playtesting feedback. On the AI side, I expanded upon an existing state machine framework to introduce two distinct enemy types: shielded enemies reminiscent of Halo’s Jackals, and cover-seeking grunts that dynamically responded to combat situations. By designing modular and easily expandable AI behaviors, I helped create varied and reactive enemy encounters that reinforced the game’s fast-paced combat and movement-driven gameplay.
Leadership and Collaboration
As producer, I took the lead in organizing and maintaining JIRA dashboards, ensuring that milestones were consistently met through meticulous task tracking and transparent communication. By structuring workflows efficiently, I helped the team stay ahead of schedule while maintaining flexibility for iteration and polish. Additionally, I facilitated cross-discipline collaboration, making sure that design, art, and engineering were aligned throughout development. These efforts streamlined production and created a structured yet adaptable development environment that supported rapid iteration and high-quality execution.
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