Santhosh Ratnam
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6 Months
PC
Unreal Engine 5

Mechanical Fury

Fast-Paced Movement Shooter

Role: Level Designer | Technical Designer Duration: 6 Months per Episode Platform: PC Engine: Unreal Engine 5
Gameplay recordings and procedural tools

Mechanical Fury / selected work

Gameplay and combat

My arena, enemy AI, boss encounter, level systems and reusable tools within the team-developed movement shooter.

3:38 · Development footage · No audio · Editor debug messages remain visible.

Game and technical design

I designed and implemented the combat gameplay, enemy AI, arena and boss encounter featured here. I also built the Blueprint gameplay systems, claw interaction and procedural tools used in the examples below.

Level implementation

I assembled the featured level with team-created models and implemented its gameplay systems. The walkthrough connects illuminated corridors, an interactive chamber, use prompts and a dialogue sequence.

1:34 · Playable result, not the construction process · No audio.

Claw-machine interaction

I connected directional floor buttons to a movable claw using Blueprints and Timelines. Movement, button feedback and object pickup work together in a testable interaction.

1:33 · Prototype controls and pickup · No audio.

Production tools / designer workflow

Procedural level-building tools

I built reusable Blueprint tools to remove repetitive placement work and let designers adjust level geometry and prop arrangements through exposed editor settings. The tool logic is my work; the models were supplied by the art team.

Scaffolding builder

Builds: scaffold structures for the level.

Designer controls: adjust the exposed dimensions to fit the space.

Work removed: rebuilding a repeated structure piece by piece when its size changes.

Wall builder

Builds: repeated wall arrangements.

Designer controls: change wall dimensions to revise the layout.

Work removed: individually duplicating and realigning every repeated section.

Crate-layout tools

Builds: crate groupings, with stacking and pyramid variants.

Designer controls: choose the appropriate tool and adjust the available count settings.

Work removed: manually placing every crate when testing a different arrangement.

Container-layout tools

Builds: reusable container arrangements.

Designer controls: use the exposed size and seed settings to explore variations.

Work removed: recreating each layout from individual containers.

A designer-facing workflow

Place the Blueprint actor in the level, adjust its available settings in the Details panel, inspect the result, and playtest. Return to those settings when the space needs changing. Common layout adjustments do not require editing the underlying graph.

These tools reduce repeated placement work and let designers test layout changes through exposed settings.

Watch the editor-tool demonstration from 2:20

Blueprint graphs remain confidential under NDA. The demonstration shows editor controls and results.

Game and Technical Design

Gameplay systems, combat encounters and Blueprint tools, supported by level design, technical art and VFX.

Mechanical Fury - Trailer

Level Design Contributions

  • Designed and implemented 20+ unique enemy and obstacle encounters requiring fast-paced combat decision-making and spatial awareness. Each encounter carefully choreographed with specific enemy placement, spawn timing, and environmental hazards.
  • Created 12 distinct combat arenas (3-4 per mission sector) with verticality-focused design supporting high-octane movement mechanics. Each arena features 15-25 meter vertical integration and 40-60 meter horizontal expansion.
  • Designed three-phase encounter progression system (Introduction, Escalation, Pressure) creating compelling combat flow and balanced difficulty curves. Systematically tested and iterated based on playtesting data.
  • Built procedural design tools for walls, floors, and background architecture, supporting repeatable level construction while maintaining designer control.
  • Engineered modular trigger system and specialized level systems (Secret Base, Time Trials) enabling rapid prototyping and content reuse across multiple mission sectors.
  • Ran regular playtests, tracking where encounters felt unclear or unfair and refining from there.
  • Created level documentation including top-down arena layouts, encounter flowcharts, blockout comparisons, and technical specifications for team reference and future development.
  • Established visual hierarchy and spatial readability through color-coded platforms, directional lighting, environmental markers, and clear navigation cues ensuring players maintain spatial awareness during intense combat.
20+ Enemy Encounters
12 Combat Arenas
5+ Playtest Sessions

Project Details

Status Early Access on Steam
Genre Movement Shooter
Platform PC
Duration 6 Months per Episode
Team Size 6 Developers
My Role Level Designer
Engine & Tools Unreal Engine 5.3, Niagara VFX, Cascade, Visual Studio

Project Overview

Mechanical Fury is a fast-paced, single-player movement shooter emphasizing high-octane combat and vertical platforming within destructible mechanical environments. The game combines intense action mechanics similar to Doom Eternal and Ghostrunner with a protagonist equipped with a mechanical arm capable of grappling, kicking, and wielding diverse weapon systems against hordes of mechanical enemies in vertically-designed arenas.


As the Level Designer, I was responsible for the complete level design pipeline: from initial concept and paper maps through greyboxing, encounter choreography, and final polish. I designed and implemented all 20+ enemy encounters, created 12 distinct combat arenas with verticality-focused layouts, developed procedural tools to accelerate workflow, and established the three-phase encounter progression system. My work focused on creating levels that support both high-speed traversal and precision combat while maintaining spatial clarity and tactical depth.

The Challenge

Design and implement 20+ unique enemy and obstacle encounters for a fast-paced movement shooter requiring genuine skill and spatial awareness. Each encounter needed to use verticality, support high-octane combat flow, and provide clear visual communication. The primary challenge was creating levels that support both high-speed traversal and precision combat without overwhelming the player, while maintaining readability at high speeds and providing enough tactical depth for complex enemy encounters.

Goals & Features

Project Goals

  • Designed fast-paced combat encounters requiring genuine skill and spatial awareness
  • Created verticality-focused arena layouts supporting movement shooter mechanics
  • Implemented visual feedback systems for clarity under high-pressure gameplay
  • Developed technical systems enabling rapid iteration and content prototyping

Key Features

  • Fast-paced movement shooter with emphasis on verticality
  • Mechanical arm mechanics (grappling, kicking, weapons)
  • 20+ enemy encounters with varied behavioral patterns
  • Custom VFX systems using Niagara and Cascade
  • Procedural generation tools for level construction
  • Modular trigger system for event sequencing

Design Process

Technical Implementation

Tools & Technologies

Primary Tools: Unreal Engine 5.3, Visual Studio, Niagara VFX, Cascade, Git Version Control

Additional Tools: Blender (for asset preparation), Photoshop (for texture work), Miro (for design documentation)

Modular Encounter System

Base encounter class with standardized enemy spawning and behavior management. Configurable enemy compositions enabling rapid testing of enemy combinations. Behavior parameters for enemy pathing, attack timing, and difficulty scaling. Encounter progression logic managing transition between combat phases.

Procedural Content Generation Tools

Procedural Wall & Floor System: Automated tiling system generating environmental surfaces with collision, supporting parameter-driven iteration.

Procedural Building System: Generated secondary architecture (walls, structural supports, background elements) maintaining stylistic consistency.

Custom Editor Tools Suite: Enemy encounter spawner for rapid placement and configuration | Playtest helper systems with performance profiling | Debug visualization for pathing, collision zones, and hazard areas.

Visual Documentation

Challenges & Solutions

Design Elements

Character Mechanical Systems

Designed mechanical arm mechanics featuring multiple interaction types (grappling, kicking, weapon systems) creating diverse gameplay possibilities within combat encounters. Each mechanic was integrated into arena design and encounter choreography to create cohesive combat flow.

Enemy Variety

Created multiple enemy types with distinct behaviors and attack patterns: ranged attackers creating distance challenges, melee-focused enemies encouraging vertical escape, special ability enemies adding tactical complexity, and boss encounters requiring synthesis of all learned mechanics.

Visual Feedback Systems

Implemented VFX systems using Niagara and Cascade providing clear feedback for enemy behaviors, environmental hazards, player ability effectiveness, and damage indication. Every interaction has immediate visual confirmation through optimized particle systems.

Environmental Storytelling

Designed interactive materials and environmental elements communicating the mechanical nature of the world through glitch patterns on displays, LED strip lighting as navigation cues, mechanical visual language in architecture, and dynamic environmental responses to combat.

Results & Impact

20+ Encounters
60 FPS
100% VFX Coverage
Tools Faster Workflow

Level Design Achievements

20+ unique enemy encounters designed, prototyped, and implemented with systematic difficulty progression
12 distinct combat arenas (3-4 per mission sector) with verticality-focused layouts supporting movement mechanics
Readable spaces players could parse fast, confirmed in playtesting
Parameter-driven iteration from procedural tools and modular systems

Technical Level Design Systems

Modular encounter setup enabling rapid iteration and content reuse across multiple mission sectors
Procedural generation tools for walls, floors, and architecture maintaining artistic control
Reusable trigger system that cut duplicated Blueprint logic across encounters
Custom editor tools for enemy spawners, playtest helpers, and debug visualization

Design Process & Methodology

Regular playtests, tuning encounters around how players moved and fought
Three-phase encounter progression system (Introduction, Escalation, Pressure) creating balanced difficulty curves
Clear documentation including level layouts, encounter flowcharts, and technical specifications
Playtest-driven iteration based on player decision-making patterns and tactical choices

Level Design Impact

Clear visual hierarchy enabling rapid spatial comprehension during intense high-speed gameplay
Effective encounter choreography creating compelling combat scenarios requiring genuine skill
Solid procedural systems enabling rapid content iteration for future episodes
Balanced difficulty progression ensuring encounters remain challenging yet fair through systematic design

Lessons Learned

System-First Approach

Investing in solid technical systems early (modular encounter components, VFX manager, procedural tools, custom editor tools) provided supported reuse throughout development. This reinforced the importance of technical infrastructure over ad-hoc content creation.

VFX as Gameplay Communication

Working with Niagara and Cascade taught me that VFX serve critical gameplay functions beyond aesthetics: guiding players, indicating state, providing feedback, and supporting tactical decisions. Understanding when to use GPU-accelerated Niagara versus traditional Cascade became essential to performance optimization.

Encounter Design Psychology

Designing encounters that were simultaneously challenging and fair required extensive playtesting. Small adjustments (enemy timing, visual cues, hazard placement) dramatically improved experience. Understanding player psychology and decision-making patterns became essential to encounter design.

Data-Driven Iteration

Collecting quantitative playtesting data (completion metrics, decision points, confusion areas) provided objective insights guiding design decisions. This data-driven approach proved more effective than intuition-based design for balancing 20+ unique encounters.

Performance-Conscious Development

Optimizing VFX and systems throughout development rather than as final step maintained smooth performance and prevented costly rework. Learning to balance visual quality with performance constraints using Niagara's GPU capabilities and Cascade's efficiency became standard practice.