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Tormentor

Video Game - Tormentor
Year - 2025
Role - Technical Level Designer / Artist / Scripter

Key responsibilities:

• Designed and implemented the Manhunt / Stream Mode Game Mode (core gameplay logic): the player had a limited time to eliminate enemies, while avoiding confrontation triggered a “Hunger” mechanic that summoned monsters to push aggressive pacing.

• Built a dynamic difficulty escalation system driven by stream time and kill count, including:
- locking off arena segments (e.g., gas)
- unlocking melee weapons
- unlocking firearms

• Integrated progression with narrative feedback: each stage was commentated by “Hades” via dedicated audio monologues reacting to the ongoing “show”.

• Implemented gameplay readability / tactical support systems:
- a player vision system
- an outline/highlight system revealing enemies in specific level segments and displaying their current state.

• Implemented a checkpoint/save system persisting the current game state after each mission completion.

• Delivered a mission system with persistence (save/load), and an inventory system (UI widgets) featuring item categories, item details, and a 3D item preview.

• Created the core gameplay loop for Sandbox Mode.

• Implemented a loading screen system.

• Scripted and set-dressed (meshed) one of the story campaign levels, owning in-level gameplay scripting and environment assembly.

• Performance work: optimization of 3D assets, lighting, shaders/materials, shadows, and scalability settings, plus memory optimization for GPU VRAM and system RAM (e.g., textures/streaming, collision complexity, asset settings) to improve overall runtime performance (CPU/GPU) in real gameplay scenarios.

Mission system

Mission system

Inventory system

Inventory system

Vision system

Vision system

Loading screen system

Loading screen system