GUARDIAN
Guardian is a rogue-like, 2D platformer set in the fantastic land of Erstwhile
- Restructured Level 1-2 to align with the Integrated Product Management (IPM) framework, optimizing gameplay flow and design coherence.
- Enhanced enemy AI by adjusting movement mechanics and attack tempos, improving balance and player immersion.
- Revised existing level content to ensure adherence to the Game Design Document (GDD), reinforcing alignment with the project's creative and technical goals.
+ Contributions
Gameplay — Trailer






Custscene Integration
I designed a dialogue system using Unreal Engine’s Blueprint system. The system retrieves dialogue
entries from a Data Table and sequentially displays them as subtitles, along with associated audio
andimages.
This implementation demonstrates my ability to use Blueprints for gameplay logic, manage UI updates via
Widgets, and integrate data-driven systems (Data Tables) for flexible content pipelines.
Level Updates
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- Player faces two enemies immediately upon spawning, creating an unbalanced start.
- Six enemies in section one disrupt gameplay pacing.
- Coins are placed randomly, unaligned with level progression.
- Level lacks the night theme outlined in the Game Design Document (GDD).

- Reduced enemy count near player spawn point to improve initial gameplay balance.
- Adjusted section one to include three enemies, enhancing level progression and pacing.
- Replaced randomly placed coins with coin drops from defeated enemies, aligning rewards with gameplay.
- Transformed the level to fully adopt the night theme as specified in the Game Design Document (GDD).

Level Updates
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- The player encounters a new enemy but lacks time to assess the situation due to the overwhelming number of surrounding foes
- Potions are randomly placed throughout the level

- Expanded section layout to create a more open environment , optimizing the introduction of a new enemy type.
- Removed existing enemies to highlight and emphasize the new enemy type's mechanics and role.
- Replaced randomly placed potions with potion drops from defeated enemies, tying rewards to combat engagement.

- Added a platforming section to give the player a breather section

New Additions
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