2026 - In Active Development
NEOBOUND
Reflect//Fate
Designing a Combat System Built Around Precision, Timing, and Control
Currently in development as Lead Designer at indie studio 404 Quest Not Found, working within a small team to build a systems-driven 2.5D hack-and-slash experience.
Responsible for designing and implementing core combat systems, encounter design, enemy behaviours, and roguelite progression, with a focus on responsive gameplay and scalable, data-driven design.
Exploring responsive melee combat, perfect parry timing, and modular weapon design to create a fast, replayable combat loop.
ROLE
Lead Game Designer

FOCUS
Combat, Roguelite Progression
ENGINE
Unreal Engine 5 (Blueprint)

SCOPE
Team Project (Full Pipeline)

GOAL
To design a systems-driven combat and progression framework that combines precise player control, encounter design, and modular roguelite systems.
The project focuses on building responsive melee combat alongside structured room progression, enemy behaviours, and scalable pickup systems to create varied, replayable runs driven by player decision-making.




