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.
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.