
Project — Fenris Creations · Mar 2025 — Now
Eve: Vanguard · Fenris Creations · Project Nemesis · Project Alpha · Designed & built in Unreal ·
I approached this role determined to be as hands-on as possible — not just designing features, but building them. My first build submit went in within my first week: directional waypoint markers, designed and implemented in Unreal.
That set the tone for everything since — every feature on this page was both designed and implemented by me, in engine.
I’ve also grown into a second-in-command role on the team — stepping in as Lead when ours is unavailable, including standing in through a complex planning process — and I’m continuing to build my leadership and management skills.
For the Project Nemesis playtest I owned the New Player Journey — the tutorial experience that determines whether a new player’s first hour lands. I maintained the State Trees driving the flow, and built an entire system from scratch that tracks on-screen UI widgets and points to them at the right moments in the tutorial.
A player going through the New Player Journey during the playtest
I remade the game’s crafting system, centered on a complex radial wheel. Getting the wheel right meant going deeper into the engine than UI work usually does — I taught myself Unreal Materials to build it. Exactly the kind of problem I love: a design that only works if you’re willing to learn the tech underneath it.
The wheel in motion
I led a full redesign of the Frontend — from a complex Figma prototype through to implementation in engine. I maintained the bones of the original while improving usability and flow. Design and build, end to end: the same screens players see when they launch the game today.
Before
A player navigating the old Frontend in Operation Nemesis
After
A player navigating the redesigned Frontend
IGN showing pieces of the improved Frontend
The line keeps going.
Press arrow keys to reposition, or drag with mouse. Shift plus arrow keys for larger movement.


