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Games

Successor

2020 – 2025 · Technical Game Designer

A roguelite strategic RPG with a distinct diorama look. I owned gameplay architecture, behaviour-tree AI, procedural generation and the VR port.

Unreal EngineC++BlueprintBehaviour TreesUMGNiagaraProcedural GenerationVR

At Playwood Project I worked as the technical game designer on Successor, a roguelite strategic RPG that expands on the gameplay of the studio’s previous title, Wartile. We were a tiny team across almost six years, so I touched nearly every part of the game — from small texture fixes to the grand design schemes — and I was the main driver in getting it assembled into a coherent, shipping experience.

What I built

Gameplay architecture

I architected the real-time-with-pause battle system: the timing and ordering of actions, and the core logic governing the flow of a fight so it felt responsive and fair. This is the backbone that everything else — abilities, AI, UI — hangs off.

Behaviour-tree unit AI

I implemented the units’ decision-making with behaviour trees and sub-tasks, letting units choose targets, position themselves and use abilities intelligently based on the game state. This is also the part of the project closest to applied game AI.

Procedural generation

I designed and built a procedural system that can generate anything from a single battle to a whole kingdom. Templates describe how worlds, regions, encounters, goals, battles, objectives, levels, unit spawns, site spawns and consumables come together in a semi-strict way that still leaves room for randomness — keeping runs replayable.

Focus Moment system

I built a “Focus Moment” system: when a unit fires an ability, everything slows down except the ability’s targets, which speed up — creating a readable, cascading combat beat.

VR port

I championed and led the Meta Quest release, retrofitting a PC game into a VR experience. I architected a framework that supports both PC and VR from a single codebase, reworking game-flow paradigms and interaction patterns for VR.

UI & visuals

I designed the HUD and interface — including a radial battle menu — for clear navigation and quick access, and built materials, shaders and Niagara effects to bring units and abilities to life.

Tools & technologies

  • C++ and Blueprint — C++ for performance-critical systems, Blueprint for rapid prototyping and iteration.
  • UMG — responsive, intuitive in-game UI and widgets.
  • Behaviour Trees — unit AI and decision-making.
  • Materials & Niagara — dynamic visual effects, lighting and particle systems.
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