Assassin Assessment
Systems Designer/Level Designer/Blueprint Programmer, Capstone Project (In Progress)

Overview
Assassin Assessment is my two-quarter capstone project. A 3D wave-survival game with stylized 2D elements for weapons, items, and enemies. Our four-person team includes two artists, one level designer/programmer hybrid, and me in a combined systems design, level design, lead programmer, and producer role. All programming is done in Blueprints.
You play as an assassin undergoing your first evaluation. A secretive organization drops you into an arena where you must survive waves of clone enemies as replicas of real assassins. The experience opens in a briefing room, followed by a descent into the arena via an elevator before the waves begin.
What I Built This Quarter
Core Systems: Implemented the inventory, currency flow, three buy-station types (weapons, meds, utility), door progression, and the manager systems tying them together.
Combat & AI: Created the melee enemy, ranged enemy, and early spawner logic.
Level Design: Designed the circular arena divided into four sectors. Only one is accessible at the start—players unlock new sectors through doors tied to currency. Each sector follows a compact, paintball-arena/gunfight-style layout meant to keep combat dynamic.
Programming & Production: Took lead responsibility for the Blueprints backbone, coordinated with teammates on priorities, and kept documentation and direction consistent week-to-week.
Next Quarter Goals
Systems polish (buy stations, UI, inventory feel)
Wave/round system
Expanded AI behaviors
Stronger game flow and pacing
Full passes on all four arena sectors and a complete playable loop
Overall polish


