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Sean Cooke

Game Designer

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About Me

Gaming has been a lifelong passion of mine, starting in my childhood and continuing into adulthood. Over the years, my enthusiasm for video games has deepened into an appreciation for the intricate details and processes involved in their creation. This passion ultimately inspired me to pursue a career in the video game industry, with a particular focus on Game Design

My Portfolio Projects

My Resume

RELEVANT WORK EXPERIENCE

Royal Odyssey - Lion Crest Entertainment (Founder) - 2025 Release, Steam

Tile-Based Game Project - Full Sail University

Designed and developed a top-down space shooter inspired by the classic Shmup genre, created within the Unity engine.

▪ Responsible for all aspects of development, including initial concept, combat mechanics, UI/UX design, sound design and visual effects to ensure a cohesive and polished player experience.

▪ Utilized Unity's Visual Scripting and C# programming to implement core gameplay features, optimize performance and enhance scalability.

▪ Managed the project timeline, scope and marketing strategy. Preparing for the game's release on Steam while maintaining alignment with deadlines and quality standards.

Conceptualized and implemented a Speed Boost tile for an Unreal Engine 5 project, adding a new dynamic mechanic and fast-paced element to the gameplay which enhanced player movement and strategy

▪ Developed three distinct level outlines adhering to a defined creative vision. Ensuring each layout effectively guided players and answered key design questions about player progression and interaction.

▪ Incorporated essential gameplay elements, including a valve to prevent backtracking and a gate which required player interaction. Integrating them into the Level Start, Focal Point, and Level End sections.

Magical Mayhem Project – Full Sail University

Stack-O-Bot Project – Full Sail University

Developed and implemented a Teleport spell for an Unreal Engine 5 project which allowed players to aim and teleport to a designated location, adding a new gameplay mechanic to the project. Also created a pickup item with UI updates for functionality and feedback.

▪ Designed a new basic level with three distinct gameplay zones, using modular assets and spike traps to create unique challenges and obstacles for each area.

▪ Integrated a health bar system, adding it to the player character and balancing gameplay difficulty with strategically placed spike traps across zones to enhance player engagement.

▪ Applied creative modifications to assets, such as scaling and rotating objects, to introduce new gameplay challenges while adhering to project requirements and maintaining visual consistency.

Designed and prototyped a third-person level in Unreal Engine 5 using the Stack-O-Bot project. Incorporating custom landscapes, foliage, and assets from the Unreal Marketplace and Quixel Bridge.

▪ Created and iteratively refined the level's Game Design Document and gameplay elements through multiple playtests. Implementing feedback to improve the player experience and balance difficulty progression.

▪ Integrated meaningful choices and obstacles of increasing complexity. Allowing players to creatively utilize PC Actions, such as the jetpack, to overcome challenges and reach defined win conditions.

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