Jake Spencer
Game Design Portfolio
Technical Designer / Level Designer
Kaidan : Greymanor
Level design / system design
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Solo Project.
A simple village scene show casing the systems I have designed: ​​
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Modular Inventory
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Equipment
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Flexible AI
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Quest system.
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Day and Night systems
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Full souls-borne stat system​​
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Saving system
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All systems save and can be tracked by individual save slots.​
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Created using Unreal Engine 5 with blueprints
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Third Person Action RPG with a focus on world systems and player choice.
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Assets were provided by unreal marketplace
Level playthrough (In Progress)
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A basic playthrough of the level showing it in its entirety. Shorter videos showcasing the weather, day and night, and inventory as well.
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Inventory System & Equipment​
New Video 9/7/2024
Easy to use inventory system that utilizes item IDs to track items in games. Allows stacking of items of the same ID, dropping items in groups or singular or even storing them in containers.
Containers have separate inventories that are all tracked and saved.
All "useable" Items can be deposited onto the hot bar.
Easy to understand equipment system with clear attribute modifications that change how the player currently looks. Armor and weapon meshes accurately change with what is equipped, and influence the stats of the player. Weapon types dictate the animations of the player used during attacks.
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New Video 9/7/2024
World has a functioning Day and Night cycle, which influence the behaviors of the NPCs within it. Day and Night utilizes the Sun Position Calculator for general calculations and regulating the sun's movement.
The NPC AI have daily routines that change throughout the week.
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Quest System​
Simple and modular quest system designed to allow gathering, locations, dialogue/interaction, and kill count quest. Quest driven by dialogue, and accepting or denying them via dialogue are possible, as is the system checking inventory or stats.
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