Flag Zoomer 

During this project, I focused on the following key areas:

Designed and documented core objective: capture the enemy flag and return it to base three times to achieve victory

  1. Defined spawn and deployment flow: opposite-side spawns with an initial sprint toward center lanes to maximize engagement

  2. Architected movement and mobility systems:

    • Walk for standard traversal

    • Crouch to reduce profile for stealth or improve aiming stability

    • Jump to scale obstacles and navigate varied terrain

  3. Specified combat and weapon-handling features:

    • Shoot with ranged weapons

    • Reload strategically under fire

    • Melee attacks delivering close-quarters takedowns with unique weapon sound cues

  4. Developed flag interaction mechanics:

    • Pick up/drop logic at flag spawn points

    • Return-to-base routing through enemy territory under pursuit conditions

  5. Balanced pacing and flow to discourage camping and reward aggressive flag assaults through fast-paced, continuous skirmishes

  6. Configured dynamic resource-pickup system for weapons, grenades, and health kits to sustain ongoing combat intensity

Flag Zoomer is a fast-paced, PvP first-person shooter built around an electrifying Capture-the-Flag mode. Players choose from a roster of cartoon-military characters (think Metal Slug meets Dune Awakening) while wielding firearms and melee weapons, each featuring its own distinctive sound design. Matches unfold across a three-lane map, with teams navigating dense paths toward a cathedral at its center. There, the flag sits in the middle of the room, daring attackers to grab the flag. As the flag carrier makes their way back to base, combat never stops: players sprint between spawn points for guns, grenades, and health kits, engaging in nonstop skirmishes designed to discourage camping and keep the action relentless from the first capture attempt to the final return.

Game Design Document

Full GDD can be found here: Flag Zoomer GDD

Pitch Deck

Pitch deck can be found here: Pitch Deck

I designed and integrated a fully functional quest system into the Flag Zoomer game project showcased via a detailed video walkthrough.

  1. Architected quest objectives, state tracking, and reward mechanisms to drive seamless player progression and dynamic event triggers

  2. Optimized quest logic for performance and scalability by implementing conditional branches and fail-safe checks to maintain gameplay balance

  3. Authored comprehensive design specifications and system architecture documentation to support efficient collaboration with cross-functional teams

  4. Leveraged proven quest-system implementation skills to boost player engagement and deliver robust gameplay features

A concise hallway walkthrough using area-trigger volumes and spawner systems to generate real-time enemy waves

  • Precise timing and placement of triggers to control encounter pacing and maintain tension

  • Parameter tweaks (spawn rate, max active foes) balance challenge and performance

  • Demonstrates a methodical approach to scalable, engaging combat scenarios

  • The initial blockout design for Flag Zoomer began with a three-lane layout that connected directly from each spawn point. This structure served as the foundation for player movement and engagement, offering multiple paths for navigation and creating opportunities for strategic encounters.

  • Each building shown in the image was carefully assembled piece by piece within Unreal Engine 5. The layout was intentionally designed to provide players with several distinct pathways to access the flag room, encouraging a variety of tactical approaches and promoting dynamic movement throughout the map.

  • I considered it essential to provide players with multiple lanes to navigate through the level. By offering several routes, players have the freedom to choose different strategies, which increases replayability and enhances overall gameplay flow.

  • This image represents an early stage of the blockout, where my primary focus was on establishing the correct lane widths to ensure comfortable player movement and flow. At the same time, I was evaluating the scale and proportions of the walls to maintain a sense of space and readability within the level. This stage allowed me to test the fundamental layout and make adjustments before adding more detailed elements.

  • I had to completely redesign the flag area on the left of the image because the original landscape concept was not working as intended. However, this challenge led to a new idea that I found much more engaging: a cave system that connects directly to midfield in front of the flag area. This new route not only adds verticality and variety to the level but also provides players with an alternative approach, encouraging more strategic gameplay around the flag.

  • I intentionally designed one of the lanes to serve as a sniper position, creating a high-risk, high-reward path for players. This setup encourages caution and strategic decision-making, as players must weigh the potential advantage of taking a faster route against the risk of being targeted from a distance.

  • Beneath the flag room is a cave system that includes two entrances on the left and in the center, along with an exit to midfield on the right. Players can pass through this area to collect a stronger weapon, such as a rocket launcher, which appears in the middle of the cave.

  • The cave system also provides players with an alternative route, allowing them to bypass the sniper lane if they prefer to avoid that area. This adds flexibility and encourages varied strategies.

  • From an aerial perspective, the exterior entrances to the caves can be seen on each side, while the flag room is positioned at the top.

  • Each player can safely reach their cave entrance at the start of the game. I added long-range cover to ensure that no one can be targeted by a sniper from spawn, allowing for a fair and balanced start.

  • Here’s a top-down look at the level Flag Zoomer. This version gives a clear view of the layout, showing how the main areas connect and where players will move through.

  • This video showcases the entire level, highlighting both the layout and the art assets that were added during the final stages of the project. It provides a comprehensive look at the environment, demonstrating how the level design and visual elements come together to create an engaging player experience.