
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.


