Bear Hunt

02 · Third-Person Action Adventure

Bear Hunt

Role

Game and Level Designer

Engine

Unreal Engine, Greyboxing, Combat & Encounter Systems, Technical Documentation

Platform

Released via Bullieverse In-House Game Launcher

Team

Team of 6

Gallery

Bear Hunt - Gameplay 1

Bear Hunt - Gameplay 2

Bear Hunt - Gameplay 3

01

Project Overview

Bear Hunt is a third-person action-adventure title built in Unreal Engine where players control Bulls fighting their way through complex, hazard-filled territories to reclaim Verity Village and surrounding island regions from hostile Bear factions. Developed by a focused six-person team and released on the in-house game launcher, the project blends melee and ranged combat with structured spatial exploration.

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02

My Role & Core Responsibilities

As both Game Designer and Level Designer on a six-person development team, I bridged systemic combat design with spatial execution:

  • Designed and balanced core game systems, player combat mechanics, and enemy encounter rules.
  • Owned the complete level design lifecycle, taking maps from initial concept sketches and paper layouts through playable greybox blockouts to final dressed environments.
  • Authored and maintained comprehensive game design documents (GDDs) and technical level documentation to keep engineering and art aligned.

03

From Idea to Implementation (Behind the Scenes)

Because I was responsible for both the combat mechanics and the level layouts, I designed the spaces as direct expressions of the player's movement and attack kit. I began by documenting the exact metrics of player dashes, attack arcs, and enemy aggro radii. Next, I built greybox combat gyms in Unreal Engine to test how different combinations of enemy Bears behaved in tight village alleys versus open forest clearings. Once the combat rhythm felt rewarding in greybox, I expanded those encounters into a continuous island progression path and guided the environment pass to preserve spatial readability.

04

Key Challenges & How I Solved Them

Challenge 1: Aligning Melee/Ranged Combat Mechanics with Spatial Cover and Sightlines

The Problem: When players transitioned from narrow village pathways into wide outdoor territories, ranged enemy attacks could feel unavoidable while melee brawls became chaotic when multiple heavy Bears charged simultaneously.

The Solution: I designed a tiered arena structure across each level using natural rock formations, village ruins, and elevation changes as radial cover. By spacing mid-height obstacles to match the exact cooldown and distance of the player's evasion mechanics, players could break line-of-sight from ranged enemies while isolating melee attackers into manageable one-on-two skirmishes.

Challenge 2: Guiding Player Navigation Organicially Across Complex Island Maps

The Problem: Complex multi-path island maps risked confusing players or causing them to backtrack unintentionally without relying on intrusive UI waypoints.

The Solution: I applied architectural framing, contrasting lighting temperatures, and landmark orientation ("weenies") at every major path split. By elevating key objective structures and using natural terrain funneling, players instinctively read the intended primary path while still feeling rewarded when exploring side routes for resources.

Diaspora: Mass Exodus

2D/3D Space RPG MMO & Tactical Point-and-Click Simulation · Unreal Engine 4, Blueprints, Multiplayer Networking, Custom HUD & Telemetry Systems