

Student Project
In this project, I worked on a 3D action game centered around fast-paced melee combat, with Sekiro-style parrying as one of the core inspirations. My main contributions were in gameplay prototyping, combat feedback, and later-stage level design.
One of the first systems I built was Burst Mode. At first, the idea was simply to make the player move faster during a temporary powered-up state. But I felt that speed alone was not enough to make the mechanic stand out. I wanted it to have a stronger identity, so I connected it with a more cinematic samurai feeling and added a black-and-white visual filter. This helped turn Burst Mode into more than just a movement buff, giving it a clearer style and making the player feel more powerful in a more memorable way.
I also designed and implemented an experimental grappling hook system. The idea was to create more movement options for traversal and possible boss fights. Although the first version had several bugs, I kept refining it by fixing the logic, adding visual cable feedback, and improving the targeting system so that the hook only works when the player is actually aiming at a valid anchor point. I also added highlight feedback to make the interaction easier to read.
Besides these mechanics, I worked on several polish tasks, including Burst Mode UI, combat-related sound effects, and audio timing fixes. In the later part of the project, I shifted more toward level design, building a tutorial and boss-entry section with fog, breakable floors, and guided progression to better teach mechanics and shape the player experience.
Overall, this project helped me practice turning rough gameplay ideas into features that not only function, but also feel satisfying and readable for the player.



Level Design


vision-based grappling hook

A filter and UI inspired by Akira Kurosawa’s chanbara films
