Player decisions
Mechanics, resource choices and environmental progression.
I design the rules.
I build the systems.
Then I make them playable.
Digital Game Design graduate.
Open to junior game & technical design roles.
My practice
I work across design and implementation, using playtesting to connect the two.
Mechanics, resource choices and environmental progression.
UE5 Blueprints, interactions, inventory and persistent world state.
Playtesting, gameplay debugging and feature integration.
Game design / UE5 development / Project lead
My work on a
survival adventure.
A three-person graduation project set in extreme cold. I designed and built the fire, inventory, persistence and progression systems that support the journey.
Planned release · November 2026
Inside the project
I worked on the systems players interact with, and the state behind them.
Alongside implementation, I coordinated priorities and feature integration with the team.
Design → Blueprint → PlaytestFire placement, ignition minigames, fuel checks, heat areas and burn-out states — connected into the survival loop.
Grid inventory, pickup, use and drop actions. I connected item handling to resource checks and gameplay interactions.
Inventory state / Item flow / Interaction checks
Unique IDs for placed objects, fire-state restoration, autosaves and checkpoint loading. The focus was keeping world state consistent when the player returned.
Persistence / Actor restoration / Checkpoints
Valve interactions, switch panels, socket-light states and gate/key logic. I implemented the checks and state changes that let players move forward.
Environmental interactions / Gating / Feedback
Loading-screen flow, VFX preloading, and fixes for gameplay and progression bugs. I tested the connections between systems as well as the individual mechanics.
Loading / Integration / Gameplay fixes
Prototypes & level design
A UE5 movement prototype exploring cable behaviour and player control.
Traversal / BlueprintA progression prototype with structured skill definitions and UI feedback.
Progression / UIA 3D platformer built around teach–test–challenge level flow and player guidance.
Level designA sci-fi shooter prototype with combat mechanics, enemy behaviour and gameplay feedback.
Combat / UE5The part I enjoy most is making an idea work in someone's hands.
I'm Emre Adis, a Digital Game Design graduate. I design gameplay, build it in Blueprints, and test the details that are easy to miss on paper.
My work spans survival mechanics, inventory, progression, movement prototypes and level flow. I enjoy working closely with a small team and following a feature through implementation and testing.