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NIGHTHOLME

PROJECT DESCRIPTION

PROJECT HIGHLIGHTS

  • Owner of 3Cs, skills, enemy design, and overall combat gameplay experience for a PvEvP extraction title.

  • Audited 3Cs and combat systems to identify high-impact, low-cost improvements. ​

  • Led a major gameplay descoping exercise to ensure timely Closed Beta & Early Access delivery.

  • Collaborating with programmers and animators in Unreal Engine 5 using tools such as GAS, State Tree, Anim Montages, etc.

GAME SHOWCASE

STUDIO
TEAM SIZE

ROLE
TAGS                    VIEW                     PLAYERS                 ENGINE                 PLATFORM              DURATION
CALENDER
Studio Ellipsis - Funplus
~30 

Combat Design
Stealth, Action, Extraction
Third Person
Multiplayer (1-3 Squad)
Unreal Engine 5
PC           
Ongoing
2026 February

Nightholme is a PvEvP atmospheric cosmic horror game where you can play solo or team up to hunt eldritch horrors, or other rival players. 

Channel corruption and transform into a monstrous Grimspawn for devastating bursts of power at the cost of your "Sanity".
 
Survive the run. Extract the prize. No one leaves unchanged...

Coming soon to Early Access.

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EXPERIENCE

TOOLS

Word
Miro
Excel

PowerPoint
Confluence
Photoshop
Outlook
Teams
JIRA
Perforce

I joined the project during a critical phase, with a significant backlog of gameplay design work.

Working within a small team and tight production constraints, my focus is to:

  • Stabilize core gameplay systems.

  • Improve combat gameplay experience.

  • Reduce scope while preserving the intended player experience.

RESPONSIBILITIES​​​​​​​​​​​​​​

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3Cs

  • Refining player locomotion and gameplay actions to feel deliberate and responsive.

    • Working with GAS to add, tweak, and iterate on existing implementations. ​

  • Refining the control scheme to ensure consistency across all gameplay actions.

  • Iterating on existing camera states and introducing new cameras where needed. 

    • Collaborating with programmers to extend camera functionality and address missing features.

COMBAT ANIMATIONS

  • Created a frame data chart to control animation timing and distances to support fair PvP combat.

  • Collaborating with animators to improve timing, silhouettes, and combat readability while staying within production constraints.

  • Tweaking animations directly using Anim Montages to enhance timing and game feel.​​

ENEMY & AI SYSTEMS

  • Redesigning all enemy archetypes to support both PvE and PvEvP scenarios.

    • Working with State Trees to directly tweak and iterate all AI behaviours. ​

  • Designing core AI systems, including:

    • Improving attack ticketing systems for AI coordination.

    • AI multiplayer repositioning logic.

    • Enhancing perception systems for improved stealth gameplay.

PRODUCTION IMPACT

  • Audited 3Cs and combat systems to identify high-impact, impact, low-cost improvements. ​

  • Led the redesign of Sanity (core gameplay system), aligning it with overall creative direction.

  • Led a major gameplay descoping exercise to ensure timely Beta and Early Access delivery.​​

This is one of the most challenging projects I’ve had the opportunity to work on. The ceiling is super ambitious, with many evolving systems, and ongoing iteration.

 

This page will be updated as development progresses...

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