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Boss-Rush Action · Unreal Engine

Twilights In CATATONIA

A four-week boss-rush sprint built in Unreal Engine around a direction-based parry system, designed and directed as Lead Game Designer at Futuregames.

EngineUnreal Engine
RoleLead Game Designer
Team Size5 People
DurationOct – Nov 2025 (4-Week Sprint)

Overview

The Project

A pattern-driven Boss-Battler where each boss embodies a unique inner demon. Parry enemy attacks, break their defenses, and hit as many weak spots as possible during the vulnerability windows.

I defined the core vision for Twilights In CATATONIA and pitched it to fellow students to recruit a five-person team, then rapidly prototyped and tested unintuitive mechanics to make them work.

My Role

My Contributions

Pitched the Vision and Built the Team

  • Defined the core vision for Twilights In CATATONIA and pitched it to fellow students to recruit a five-person team.
  • Co-developed the entire codebase from scratch, taking the project from proof-of-concept prototype to a complete, playable game.

Crafted a Direction-Based Parry System

  • Crafted a Direction-Based Parry System that rewards frame-perfect execution and directional mastery with stronger counter-attacks.
  • Created a Combo System that rewards parry precision by triggering an enemy's Riposte Phase, a vulnerability window where players can shoot the enemy's exposed weak spots.
  • Designed and implemented satisfying boss attack patterns using Unreal Engine's Animation Montage system.

Polished Game Feel and Player Feedback

  • Used camera work, VFX, and sound design to deliver satisfying, readable player feedback.
  • Polished the parry and riposte feel until it stayed tight and responsive, critical for a reflex-demanding genre.

Design Process

Problem & Solution

Problem

The boss was too big and too far from the player, making its attack timing unreadable.

Solution

With no animation budget to rework the boss itself, the boss now summons a red ghost in front of the player, sized like the player character, bringing attacks much closer and making their timing readable.

Problem

Riposte after each Parry felt off: there was more Riposte time available than actual Parry time, making the systems feel unbalanced against each other.

Solution

Riposte now only activates after a full sequence of enemy attacks: parrying the last attack in the sequence is what grants the Riposte window.

At a Glance

Project Details

Studio / TeamFuturegames · 5 People
EngineUnreal Engine
RoleLead Game Designer
DurationOct 2025 – Nov 2025 (4-Week Sprint)