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Ascension Platformer

Solo Development ◦ First-Person Platformer ◦ Unreal Engine 5 ◦ 2025 - Present
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Role on Project: Solo Developer

​​Ascension Platformer is a solo project that I started creating with the long-term intent to develop into a full indie game, largely solo and potentially eventually with a small team. For now, it serves as a sandbox for showcasing some of my development capabilities and design sensibilities.

  • The game will feature multiple climbing and platforming systems using a first-person perspective.

  • The core design and themes can be described at a very high level as...

    • The exploratory experience of "climbing a massive magical tower," which thematically should feel like a "mountain climbing journey" meets "a fantastical puzzle platformer."

    • The movement system feeling found in the game Beton Brutal (which is, in turn, inspired by Minecraft Parkour mods).

    • A system for deploying tools in the world that's halfway between Death Stranding and Portal, where the player defines their path through the world based on how they use their tools.

Tech Design Video Demonstration

The video below showcases an in-depth explanation of the spline climbing movement system as of 09/08/2025. The main purpose of this video is to highlight the following...

  • How I approach prototyping new gameplay systems.

  • The way I break down the architecture of a core gameplay system at the prototype phase.

  • Where I deploy C++ native code to help solve problems where blueprints aren't sufficient.

  • And of course, all of the nitty-gritty problems I aimed to solve in this specific gameplay system.

Project Description
Development Video
State of the Prototype: September 2025
  • The current prototype includes...

    • The base movement tuning and camera modifiers for walking, sprinting, and jumping.

      • This all uses a data-asset-based movement settings system.

    • The prototype of a spline-climbing movement system (showcased in the video above).

    • The basics of an actor deployment system (previewed at the end of the video above).

  • I am currently developing greybox levels that will leverage these systems to identify the feeling of the core gameplay loop and understand the scale of the world.

State of the Project
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