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ReleasedAug 2021 – Nov 2022· NoxNoctis

Do Not Open

Escape Room Horror

A first-person survival horror where you're trapped in a twisted house, solving shifting puzzles while evading a terrifying presence, and time is not on your side.

From the start of DO NOT OPEN, I focused on designing gameplay architecture, implementing core mechanics in Unreal Engine, and setting up pipelines with Jira and GitHub. I contributed to PS4 and PS5 porting, including build processes, QA workflows, patch delivery, and coordinating store setup across Steam and PlayStation platforms.

Built with

C++UE4

My Contributions

Game Development

  • Contributed to the design and implementation of core gameplay systems, prioritizing scalability and clean architecture using SOLID principles.
  • Worked on key gameplay features, puzzle mechanics, and player interaction logic within Unreal Engine.
  • Helped with the PS4 and PS5 porting process: build configuration, QA support, and technical optimizations for console compliance.
  • Worked with the audio team to implement sound systems and align audio design with gameplay needs.

Project Management

  • Maintained Jira workflows for task tracking and sprint planning across the team.
  • Oversaw GitHub repository setup and version control practices, keeping the codebase stable through production.
  • Acted as the main technical liaison with Perp Games, aligning production milestones, QA requirements, and submission timelines.

Publisher Relations & Outreach

  • Managed direct communication with Perp Games: feedback loops, milestone reviews, and delivery schedules.
  • Represented the project in meetings and technical reviews, keeping dev and publishing teams aligned.

Mentorship & Support

  • Gave technical support to team members on Unreal Engine workflows, debugging, and performance profiling.
  • Helped onboard new developers with internal tools and project structure.

Technical Setup & Maintenance

  • Maintained the project's GitHub repositories and proper versioning across branches and releases.
  • Supported the QA and build pipeline, resolving integration issues and improving deployment efficiency.

Screenshots

Anthony Derossi, Game Programmer, Valencia, Spain

© 2026 Anthony Derossi.