Projects

Landfall

IN DEVELOPMENT · Team size · 1

Designed and implemented gameplay systems across combat AI, stealth, weapons, hit reactions, navigation, and encounter logic. Built and scripted levels around those systems, created player-facing UI and HUD functionality, and developed technical animation features supporting combat, locomotion, aiming, and physical reactions. Worked across design, C++, Blueprint, animation, and level implementation to take features from prototype through playable integration.

Disciplines

Combat Design

Systems Design

AI Design

UI Design

Level Design

Technical Animation

ENGINE & TOOLS

Unreal Engine

Blender

C++

Visual Studio

Blueprint

Landfall

IN DEVELOPMENT · Team size · 1

Designed and implemented gameplay systems across combat AI, stealth, weapons, hit reactions, navigation, and encounter logic. Built and scripted levels around those systems, created player-facing UI and HUD functionality, and developed technical animation features supporting combat, locomotion, aiming, and physical reactions. Worked across design, C++, Blueprint, animation, and level implementation to take features from prototype through playable integration.

Disciplines

Combat Design

Systems Design

AI Design

UI Design

Level Design

Technical Animation

ENGINE & TOOLS

Unreal Engine

Blender

C++

Visual Studio

Blueprint

Landfall

IN DEVELOPMENT · Team size · 1

Designed and implemented gameplay systems across combat AI, stealth, weapons, hit reactions, navigation, and encounter logic. Built and scripted levels around those systems, created player-facing UI and HUD functionality, and developed technical animation features supporting combat, locomotion, aiming, and physical reactions. Worked across design, C++, Blueprint, animation, and level implementation to take features from prototype through playable integration.

Disciplines

Combat Design

Systems Design

AI Design

UI Design

Level Design

Technical Animation

ENGINE & TOOLS

Unreal Engine

Blender

C++

Visual Studio

Blueprint

Dreams of Telmahre

SHIPPED · Team size · 8

Contributions: Cleaned and prepared 3D assets for integration into the game, and designed an NPC crowd system for the subway environment, including navigation and animation setup for ambient characters. Created both protagonist character models using MetaHuman and implemented first-person interactions such as sitting on chairs or using ladders. Later took on production coordination responsibilities, tracking team progress and hours, reviewing implementation work, and helping other designers resolve technical blockers.

Disciplines

Systems Design

AI Design

Technical Animation

Production

Level Design

ENGINE & TOOLS

Unreal Engine

Blueprint

Blender

Subversion

MetaHuman

Trello

Dreams of Telmahre

SHIPPED · Team size · 8

Contributions: Cleaned and prepared 3D assets for integration into the game, and designed an NPC crowd system for the subway environment, including navigation and animation setup for ambient characters. Created both protagonist character models using MetaHuman and implemented first-person interactions such as sitting on chairs or using ladders. Later took on production coordination responsibilities, tracking team progress and hours, reviewing implementation work, and helping other designers resolve technical blockers.

Disciplines

Systems Design

AI Design

Technical Animation

Production

Level Design

ENGINE & TOOLS

Unreal Engine

Blueprint

Blender

Subversion

MetaHuman

Trello

Dreams of Telmahre

SHIPPED · Team size · 8

Contributions: Cleaned and prepared 3D assets for integration into the game, and designed an NPC crowd system for the subway environment, including navigation and animation setup for ambient characters. Created both protagonist character models using MetaHuman and implemented first-person interactions such as sitting on chairs or using ladders. Later took on production coordination responsibilities, tracking team progress and hours, reviewing implementation work, and helping other designers resolve technical blockers.

Disciplines

Systems Design

AI Design

Technical Animation

Production

Level Design

ENGINE & TOOLS

Unreal Engine

Blueprint

Blender

Subversion

MetaHuman

Trello

Surface Runner

SHIPPED · Team size · 4

Designed and scripted multiple levels and gameplay sequences, including rising platforms, fast-acting environmental hazards, and other traversal challenges. Created core parkour mechanics such as wall-running and vaulting, and implemented menu and supporting gameplay logic. Took on creative-direction responsibilities for the project, reviewing proposed mechanics, deciding which features moved forward, and helping maintain the overall gameplay direction. Used Trello to organize work and track development tasks across the team.

Disciplines

Systems Design

Level Deisgn

Production

ENGINE & TOOLS

Unreal Engine

Blueprint

Subversion

Trello

Surface Runner

SHIPPED · Team size · 4

Designed and scripted multiple levels and gameplay sequences, including rising platforms, fast-acting environmental hazards, and other traversal challenges. Created core parkour mechanics such as wall-running and vaulting, and implemented menu and supporting gameplay logic. Took on creative-direction responsibilities for the project, reviewing proposed mechanics, deciding which features moved forward, and helping maintain the overall gameplay direction. Used Trello to organize work and track development tasks across the team.

Disciplines

Systems Design

Level Deisgn

Production

ENGINE & TOOLS

Unreal Engine

Blueprint

Subversion

Trello

Surface Runner

SHIPPED · Team size · 4

Designed and scripted multiple levels and gameplay sequences, including rising platforms, fast-acting environmental hazards, and other traversal challenges. Created core parkour mechanics such as wall-running and vaulting, and implemented menu and supporting gameplay logic. Took on creative-direction responsibilities for the project, reviewing proposed mechanics, deciding which features moved forward, and helping maintain the overall gameplay direction. Used Trello to organize work and track development tasks across the team.

Disciplines

Systems Design

Level Deisgn

Production

ENGINE & TOOLS

Unreal Engine

Blueprint

Subversion

Trello

Dragonball Reborn

SHIPPED · TEAM SIZE · 2

Contributions: Designed and developed the core RPG systems, including character attributes and derived statistics, progression, custom move creation, combat calculations, Reactive Dodge, limb damage, inventory and encumbrance, and setting-specific combat rules. Built the framework in Google Sheets using formula- and lookup-driven logic so character values, attacks, and combat outcomes updated dynamically and could be tested and balanced through play.

Disciplines

Systems Design

Character Design

Combat Design

Progression Systems

Balancing

RPG Systems

Content Design

ENGINE & TOOLS

Google Sheets

Google Docs

Dragonball Reborn

SHIPPED · TEAM SIZE · 2

Contributions: Designed and developed the core RPG systems, including character attributes and derived statistics, progression, custom move creation, combat calculations, Reactive Dodge, limb damage, inventory and encumbrance, and setting-specific combat rules. Built the framework in Google Sheets using formula- and lookup-driven logic so character values, attacks, and combat outcomes updated dynamically and could be tested and balanced through play.

Disciplines

Systems Design

Character Design

Combat Design

Progression Systems

Balancing

RPG Systems

Content Design

ENGINE & TOOLS

Google Sheets

Google Docs

Dragonball Reborn

SHIPPED · TEAM SIZE · 2

Contributions: Designed and developed the core RPG systems, including character attributes and derived statistics, progression, custom move creation, combat calculations, Reactive Dodge, limb damage, inventory and encumbrance, and setting-specific combat rules. Built the framework in Google Sheets using formula- and lookup-driven logic so character values, attacks, and combat outcomes updated dynamically and could be tested and balanced through play.

Disciplines

Systems Design

Character Design

Combat Design

Progression Systems

Balancing

RPG Systems

Content Design

ENGINE & TOOLS

Google Sheets

Google Docs

Naruto Heart of The Ninja

Shipped · TEAM SIZE · 2

Designed and implemented a limb-based armor system with formula-driven damage reduction logic. Created Naruto-specific mechanics including jutsu casting and fuinjutsu systems, along with supporting rules and interactions tailored to the Naruto universe. Built item tables and authored equipment and consumable content, designed encounters, and developed playable and non-playable characters within the RPG.

Disciplines

Systems Design

Combat Design

Content Design

Character Design

Progression Systems

ENGINE & TOOLS

Google Sheets

Google Docs

Naruto Heart of The Ninja

Shipped · TEAM SIZE · 2

Designed and implemented a limb-based armor system with formula-driven damage reduction logic. Created Naruto-specific mechanics including jutsu casting and fuinjutsu systems, along with supporting rules and interactions tailored to the Naruto universe. Built item tables and authored equipment and consumable content, designed encounters, and developed playable and non-playable characters within the RPG.

Disciplines

Systems Design

Combat Design

Content Design

Character Design

Progression Systems

ENGINE & TOOLS

Google Sheets

Google Docs

Naruto Heart of The Ninja

Shipped · TEAM SIZE · 2

Designed and implemented a limb-based armor system with formula-driven damage reduction logic. Created Naruto-specific mechanics including jutsu casting and fuinjutsu systems, along with supporting rules and interactions tailored to the Naruto universe. Built item tables and authored equipment and consumable content, designed encounters, and developed playable and non-playable characters within the RPG.

Disciplines

Systems Design

Combat Design

Content Design

Character Design

Progression Systems

ENGINE & TOOLS

Google Sheets

Google Docs

Technical Game Designer · Systems Designer

© 2026 Bobby Sanders

© 2026 Bobby Sanders