Ascension Platformer
Solo Development ◦ First-Person Platformer ◦ Unreal Engine 5 ◦ 2025 - Present


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.
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The game will feature multiple climbing and platforming systems using a first-person perspective.
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The core design and themes can be described at a very high level as...
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The exploratory experience of "climbing a massive magical tower," which thematically should feel like a "mountain climbing journey" meets "a fantastical puzzle platformer."
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The movement system feeling found in the game Beton Brutal (which is, in turn, inspired by Minecraft Parkour mods).
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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.
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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...
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How I approach prototyping new gameplay systems.
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The way I break down the architecture of a core gameplay system at the prototype phase.
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Where I deploy C++ native code to help solve problems where blueprints aren't sufficient.
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And of course, all of the nitty-gritty problems I aimed to solve in this specific gameplay system.
State of the Prototype: September 2025
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The current prototype includes...
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The base movement tuning and camera modifiers for walking, sprinting, and jumping.
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This all uses a data-asset-based movement settings system.
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The prototype of a spline-climbing movement system (showcased in the video above).
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The basics of an actor deployment system (previewed at the end of the video above).
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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.