Access Acquired

A third-person hack and slash game set in a dystopian future. My first venture into 3D game development and Unreal Engine.
Won the 'Best Level Design' award at GGC 2025.

  • Team size: 7
  • In C++
  • Mar 2025 - Jun 2026
  • Made in Unreal Engine 5.4
Icon for the game Access Acquired.

Game Description

Fight for the future of the citizens of Mendax and riot against the totalitarian government. Step into the shoes of Punkbot who is rioting against the government's abuse of citizens. Fight enemies with fast-paced combat in the 3D hack and slash game Access Acquired.

Tight and Energetic Combat - Fight enemies using different gameplay mechanics including ailments, overheating, and abilities.

Mode Switching - Switch modes to exploit enemy weaknesses, apply different status effects, and activate powerful abilities!

My role

As the Lead Programmer for the team, I was responsible for all the gameplay systems including player and enemy combat, AI design and implementation, interaction systems, gameplay persistence and UI implementation. I also created implemented some of the level objects such as doors and buttons, and helped with the level and game design.
Finally, I created tools and systems to speed up development within the editor.
I made the call for us to use Common UI for the UI implementation which we used to give full gamepad support to the game and UI.

My team

Click on a name below to navigate to their sites

My learning

The project was an amazing opportunity for working in 3D, where I learned to work with developing AI, designing and creating the exciting player combat and create the overall systems required for UI and level design to be created by my team with ease. Working with an engine like Unreal that's designed to invite other designers like graphics and level design taught me the importance of designing and creating with the team in mind, so that I can create systems and tools that are intuitive and usable for others too.

Krax Ca-caw's Concoction Chaos

An arcade-style games where you make potions by adding them in the right order into a cauldron. Don't forget to stir!
The game features full controller support, Steam integration and achievements, and custom modes.

  • Team size: 6
  • In C#
  • Apr 2024 - Nov 2024
  • Made in Unity 2022
Icon for the game Krax Ca-caw's Concoction Chaos.

Game Description

You have been accepted as the intern of master potion maker Krax Ca-caw. With him as your teacher, learn the intricate craft of potion brewery. Memorise the sacred magical recipe book, fill the cauldron with ingredients, and stir the mixture without letting the cauldron overflow. With this practice, you will be the next potion master in no time.

Mix a variety of magical potions - Pick from a variety of fantastical ingredients, stir the mixture in the cauldron, and make one of the many magical potions available in the game!

Play different game modes - Choose between three different game modes: high score, speedrun and endless.

Choose your own difficulty - If standard difficulty isn't for you, you can choose from randomised recipe book pages. Or try blackout mode with reduced brightness.

My role

As Lead Programmer I was responsible for the implementing the core gameplay loop, and the different scenes in Unity. For the Steam release, I was in charge of the Steamworks account and implementing achievements and publishing builds and game updates. I worked closely with the graphics members of the team, implementing their 2D art and the games UI and made it compatible with different displays. I added gamepad input to the UI and gameplay elements that would work for any configuration or setup.

My team

Click on a name below to navigate to their sites

My learning

The project taught me how to work with Steam's API and publishing tools and the methods for connecting it with gameplay in order to allow players on different platforms such as Linux, Mac and Windows to enjoy the game. I also learned how to design and implement gamepad accessible UI and controls that work on multiple devices, both using Unity's own tools and by creating my own. It allowed me to grow as a designer through learning to design and implement a tutorial for a game aimed at a varied audience of players.