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PROFESSIONAL SUMMARY

Driven and detail-oriented Game Designer with hands-on experience in game development, focusing on creating immersive player experiences through creative mechanics and polished gameplay systems. Experienced in Unreal Engine 5 and it’s Blueprints scripting, as well as Unity’s Visual and C# scripting. Currently developing a dynamic game project which demonstrates proficiency in design principles, programming and iterative development. Committed to leveraging creative problem-solving and technical skills in collaborative environments to contribute to compelling game experiences.

EDUCATION

Bachelor of Science: Game Design - Full Sail University | Oct 2023 – Mar 2026

Associate of Applied Science: Game Development - Full Sail University | Oct 2023 – Mar 2025

High School Diploma - Christian Brothers | 2006

CERTIFICATION

â–ª ISTQB CTFL Certification - July 2023

WORK EXPERIENCE

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

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

â–ª 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.

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

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

Level Design Project 2: Full Sail University

▪ ​Designed a first-person adventure game level in Unreal Engine 5 using block mesh tools, geometry brushes and provided assets to create a functional and visually cohesive environment which blended interior and exterior areas.

â–ª Developed a multi-stage level flow with distinct areas which emphasized exploration, problem-solving and survival. Also adhering to a post-apocalyptic creative vision which was given beforehand.

▪ ​Implemented a Lock mechanic which required players to locate specific items to activate levers. Alongside strategic placement of enemies, pickups and obstacles to enhance challenge and player progression.​​​

â–ª Utilized advanced lighting techniques, including Rect Lights, Spotlights and Point Lights, to reinforce an eerie atmosphere and ensure visual clarity within gameplay spaces.

Level Design Project: Full Sail University

â–ª Designed a third-person adventure game level in Unreal Engine 5 using block mesh tools, geometry brushes and provided assets to create a visually engaging environment.

â–ª 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.

â–ª 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.​

Tile-Based Game Project: Full Sail University

â–ª 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

â–ª Evaluated other created mechanics and selected a Breakable tile to incorporate into the project. Creatively adapting it to introduce time-sensitive challenges and accentuate the goal of player urgency.

â–ª Designed three unique level variations that effectively showcased the interplay between the Speed Boost and Breakable tiles, promoting strategic gameplay and decision-making.

â–ª Used Unreal Engine Blueprints to prototype and refine mechanics, ensuring smooth integration into the existing sandbox while maintaining balance and functionality.

Magical Mayhem Project: Full Sail University

â–ª 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.

â–ª 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.

â–ª 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.

â–ª 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.

Stack-O-Bot Project: Full Sail University

â–ª 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.

â–ª 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.

â–ª 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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FAVORITE GAMES

â–ª Ultimate Marvel vs Capcom 3

â–ª Halo: Reach

â–ª Devil May Cry 5

â–ª Dragon Ball FighterZ

â–ª Marvel's Spider-Man

â–ª Uncharted 4: A Thief's End

â–ª Destiny 2

â–ª Apex Legends

© 2024 by Sean Cooke

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