Disclaimer: Since the game is currently in development, I can only share publicly available information. More details will be added after the game’s release.
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, Microsoft Azure, Photoshop.
Position: Gameplay & Systems designer
Took ownership of combat design:
Documentation and technical design
Free-flow melee combat
Ranged combat
Prototyping in engine
Combat progression
Enemy design
Encounter design
Weapon design and balance
Created automation and procedural tools for level designers
Participated in UI prototyping
Prototyped survival mechanics
Onboarded new designers
A myth-rich open world based on authentic Middle Eastern folklore
Spiritual progression system with rituals, omens, and ancient knowledge
Tactical survival mechanics with dynamic weather, resource management, and hazards
Free-flow combat: evade, hide, mystical abilities, and modular weapons.
Atmospheric storytelling woven through environment and legend
Detailed crafting, building, and customization options
Cinematic soundscape inspired by regional instruments and ancient poetry
Designing the free-flow combat system centered on creating encounters that feel improvisational, reactive, and grounded in the game’s spiritual tone. I built the core mechanics around player mobility, evading, repositioning, and using the environment to break line-of-sight, so combat naturally shifts between open engagement and stealth-driven survival. Mystical abilities layer into this rhythm, offering brief moments of supernatural advantage without overpowering the grounded physicality of movement and timing. Tuned hit reactions, animation blending, and enemy AI states all work together to make every exchange feel fluid and responsive, allowing players to slip seamlessly between offensive bursts, evasive maneuvers, and tactical retreats.
Ranged combat was designed as a complementary pillar that rewards precision and situational awareness. Each ranged tool, bows, thrown weapons, and ritual projectiles, features distinct trajectories, draw behaviors, and timing windows, encouraging players to pick the right moment rather than rely on constant fire. Environmental factors such as wind, weather, and visibility play an active role in accuracy, reinforcing the survival theme while adding depth to long-distance engagements. Enemy behaviors adapt to ranged pressure, seeking cover, flanking, or attempting to close distance, ensuring the player’s choices remain meaningful and varied across encounters.
Progression is anchored in a modular weapon system and a combat-style skill tree that lets players craft their own approach to battle. Weapons are built from interchangeable components, blades, handles, charms, and mystical cores, each affecting attack patterns, weight, durability, and ability synergies. This modularity allows players to shape tools that reflect their preferred rhythm, whether fast and evasive or heavy and deliberate. The combat-style progression tree reinforces that personalization, offering branching upgrades that unlock new moves, combo routes, and ritual techniques. As players experiment, they naturally assemble a combat identity of their own, one shaped not by predefined classes, but by the combinations and styles they choose to master.