Carry Me is a wingsuit exploration inspired by Sky: Children of the light, created by team of four for TGC game jam, with theme Generosity
Unreal engine 5, Maya, Diversion, Illustrator, Trello, Photoshop.
Position: Lead Dev, Design and Technical art.
Led initial design ideation sessions and contributed to core creative direction.
Authored and maintained the full Game Design Document (GDD), ensuring alignment across disciplines.
Planned and facilitated task distribution while overseeing ongoing project management.
Managed version control pipelines and supported artists with asset integration and optimization.
Owned the complete technical implementation of the project, including gameplay systems, UI architecture, save/load functionality, and audio integration.
Directed level design, from blockout to final polish.
Developed and maintained technical art features such as particle effects, grass and wind shaders, cloud systems, and additional VFX.
GLIDE THROUGH A LIVING WORLD
Harness the wind and glide freely across breathtaking landscapes. Whether carving through canyons or coasting over forests, your journey is shaped by movement and momentum.
BRING BACK SOUND AND COLOR
Reconnect lost elements of generosity, each one revives part of the world. As you restore them, the environment blossoms with new melodies, hues, and fragments of poetry.
A WORLD THAT SINGS WITH YOU
Every generous act contributes to a growing soundtrack and unfolding verse. The music and poem of the land evolve through your discoveries.
A STORY TOLD THROUGH EXPLORATION
No dialogue. No exposition. Just you, the wind, and a world waiting to breathe again. Discover ruins, echoing voices, and fading memories as you rekindle what was lost.
A MEDITATIVE FLIGHT
Play at your own pace, graceful and quiet, or daring and swift. Whether you chase speed or stillness, the wind carries only what you bring to it.
The gliding experience was built to feel both intuitive and expressive, giving players a sense of weight, momentum, and freedom as they traverse the world. Early prototypes explored how wind influence, body tilt, and speed modulation could work together to create a fluid movement language. From these tests, I developed a physics-driven system that responds dynamically to updrafts, wind tunnels, and open-air stretches, allowing players to carve, dive, and drift with precision. Camera behavior, too, became part of the sensation, subtle banking, delayed follow-through, and horizon stabilization combined to sell the feeling of flight without overwhelming players. Layer by layer, the systems were refined to emphasize meditative flow: minimal friction, graceful recovery, and a constant sense of forward motion that encourages exploration over competition.
To support the game’s quiet narrative, audio and visual design were built as living systems that react to the player’s presence. Ambient soundscapes shift and bloom as lost melodies are restored, and both foliage and sky palettes evolve with each act of generosity. The adaptive soundtrack was designed to grow organically, new musical layers emerge in response to exploration milestones, blending seamlessly into existing motifs so the world feels as though it is singing with the player. Visually, the art direction leans into soft gradients, painterly textures, and atmospheric depth to create a dreamlike sense of place, reinforced by a UI that stays out of the way until it’s genuinely needed. The UX emphasizes clarity through subtle motion, restrained color use, and contextual surfacing, ensuring that every interaction feels connected to the world rather than imposed on top of it.
Building this project reinforced the value of designing systems that feel meaningfully connected, mechanics, art, audio, and narrative all influencing one another to create a cohesive experience. I gained a deeper understanding of how early prototyping shapes final-feel systems, especially in movement design where subtle tuning has an outsized impact on player comfort. Working across both technical and artistic disciplines strengthened my ability to bridge communication between designers, artists, and engineers, ensuring that vision and implementation remained aligned. Most importantly, the project underscored how powerful restraint can be: letting atmosphere, interaction, and world response carry the emotional weight instead of relying on explicit exposition.