William Carson
Game Designer | Level Designer
Desert Shell
Student Project
Platform | PC
Playtime | 2-5 Minutes
Engine | Unreal Engine 5
Duration | One Month
Roles | Game Designer
Team Size | 5
Key Contributions
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Contributed to weekly game jams reworking an existing game using new mechanics and player-focused polish goals.
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Designed and implemented systems across three genres: Top-Down Shooter, 2D Side Platformer, and UI/Communication Design.
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Ran daily iteration cycles focused on mechanic feel, visual readability, and player feedback incorporation.
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Collaborated with a 5-person team using Jira in rapid Agile sprints, producing a new playable build every week.
Week 1 But Better





Week 1 -Top-Down Shooter Enhancements:
360° Aiming System​
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Implemented a Blueprint-driven rotation system allowing for full 360-degree targeting and movement separation.
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Tuned aiming sensitivity and responsiveness to ensure precise input and smooth twin-stick control feel.
Visual Clarity & Feedback:
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Added 3D model pickups (e.g., visible shotgun), improving player interaction and item awareness during gameplay.
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Conducted 2 rounds of playtests, refining visuals and aim assist based on feedback.
Week 2 But Better(er)





Week 2 - Side Platformer Mobility:
Horizontal Slide Mechanic:
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Designed and implemented a horizontal slide mechanic to support evasive movement and fluid obstacle traversal.
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Tuned input buffering, distance, and cooldown to enhance moment-to-moment platforming flow.
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Tested mechanic in jump-slide-obstacle chains to ensure intentional, satisfying execution.
Week 3 Selling It




Week 3 - Combat Readability & UI Polish:
​Visual Communication
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Introduced color-coded projectiles:
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Purple/Yellow for player attacks​
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Blue for enemy attacks
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Enhanced combat feedback and minimized projectile confusion in crowded combat zones.
Silhouette & UI Feedback
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Added stylized outlines to both players and enemies for instant recognition and silhouette clarity.
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Improved HUD legibility during high-intensity sequences by refining hit indicators, health feedback, and pick-up alerts.
Wrap Up
Desert Shell was a rapid-prototype sprint project focused on designing, testing, and refining mechanics under tight weekly deadlines. I contributed across multiple gameplay genres, focused on readability, polish, and responsiveness, and consistently iterated based on playtest feedback. It sharpened my ability to ship playable features quickly, work within constraints, and prioritize player experience and communication clarity.
Desert Shell is a collaborative prototype project focused on rapidly iterating game mechanics through weekly design sprints. The goal was to elevate gameplay flow and clarity by reworking an existing game type with new mechanical twists, visual enhancements, and UI polish. Each week, I led targeted improvements across combat responsiveness, mobility systems, and player communication.