GAMEREADY.DEV
Delivering Unreal Engine 5 gameplay systems across multiple client projects — including gameplay scripting and in-game balancing for an undisclosed mobile game — while mentoring students 1:1 on game design, level design, Blueprints, C++, and prototyping workflows.
// KEY_RESPONSIBILITIES
Delivered Unreal Engine 5 gameplay systems across multiple client projects. [THE KINDS OF SYSTEMS — e.g. abilities, AI, progression, UI flow].
Gameplay scripting and in-game balancing for an undisclosed mobile game. [WHAT YOU BALANCED — WITHOUT NAMING THE CLIENT].
Mentoring students in 1:1 sessions on game design, level design, Blueprints, C++, and prototyping workflows.
// DESIGN_PROCESS
TURNING A CLIENT ASK INTO A SYSTEM
Clients usually describe a feeling, not a feature. [AN EXAMPLE REQUEST, AND THE QUESTIONS YOU ASKED TO TURN IT INTO A SPEC].
GAMEPLAY SCRIPTING
[HOW YOU BUILD A SYSTEM SO THE CLIENT CAN KEEP TUNING IT AFTER YOU HAND IT OFF — BLUEPRINT VS. C++, DATA TABLES, ETC.].
BALANCING A MOBILE GAME
Mobile sessions are short, so balance has to land fast. [WHAT YOU TUNED, WHAT DATA OR FEEDBACK DROVE IT, AND ONE CHANGE THAT MOVED THE NEEDLE].
TEACHING 1:1
[HOW YOU RUN A SESSION — FINDING WHERE A STUDENT IS STUCK, AND HOW MUCH YOU EXPLAIN VS. LET THEM FIGURE OUT].