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Sean Cooke
Game Designer
Projects
For an in-depth breakdown, click the Project images for more.

Royal Odyssey
- Developed a top-down space shooter inspired by classic Shmups, built entirely in Unity.
- Designed and implemented engaging combat, scoring mechanics, UI/UX and visual effects for a polished player experience.
- Developed core gameplay systems using Unity’s Visual Scripting and C#, optimizing performance.
- Managed project scope, timeline and marketing strategy. Preparing for a July 2025 Steam release.
- Showcases proficiency in game design, programming and project management.
- Designed and implemented engaging combat, scoring mechanics, UI/UX and visual effects for a polished player experience.
- Developed core gameplay systems using Unity’s Visual Scripting and C#, optimizing performance.
- Managed project scope, timeline and marketing strategy. Preparing for a July 2025 Steam release.
- Showcases proficiency in game design, programming and project management.
Howling Caves
- Collaborative level design project in Unreal Engine 5, developed by a team of five within a three-week timeline.
- Transformed a previously designed warehouse environment into a dynamic cave setting, aligning with a desolate winter landscape theme.
- Integrated a locked door and key mechanic into the level, ensuring smooth gameplay flow and accessibility for the entire team.
- Designed the team's Pacing & Flow chart. Helping to define structure, difficulty balance and player progression.
- Utilized Unreal Engine’s World Partition system for seamless teamwork while contributing feedback to enhance the cohesion and consistency of the overall level.
- Transformed a previously designed warehouse environment into a dynamic cave setting, aligning with a desolate winter landscape theme.
- Integrated a locked door and key mechanic into the level, ensuring smooth gameplay flow and accessibility for the entire team.
- Designed the team's Pacing & Flow chart. Helping to define structure, difficulty balance and player progression.
- Utilized Unreal Engine’s World Partition system for seamless teamwork while contributing feedback to enhance the cohesion and consistency of the overall level.


Dead Zone: Breakout
- Designed and built a fully playable first-person adventure level in Unreal Engine 5. Blending interior and exterior environments within a post-apocalyptic setting.
- Implemented a Lock and Key mechanic, requiring players to locate items to activate levers for progression. Enhancing problem-solving and exploration.
- Integrated Zombie AI, ammo pickups, and health pickups. Balancing tension, resource management and combat encounters.
- Applied lighting techniques (Rect Lights, Spotlights, Point Lights) to reinforce atmosphere and ensure visual clarity.
- Conducted playtesting and iteration to refine gameplay pacing, challenge balance and environmental storytelling.
- Implemented a Lock and Key mechanic, requiring players to locate items to activate levers for progression. Enhancing problem-solving and exploration.
- Integrated Zombie AI, ammo pickups, and health pickups. Balancing tension, resource management and combat encounters.
- Applied lighting techniques (Rect Lights, Spotlights, Point Lights) to reinforce atmosphere and ensure visual clarity.
- Conducted playtesting and iteration to refine gameplay pacing, challenge balance and environmental storytelling.
Ocean Views
- Designed an immersive third-person adventure level in Unreal Engine 5. Using block mesh tools and geometry brushes.
- Developed three distinct level sections, ensuring smooth player progression and engagement through environmental storytelling.
- Implemented a valve mechanic and interactive gate, preventing unnecessary backtracking and reinforcing structured exploration.
- Utilized real-world references and PureRef mood boards to enhance realism, spatial composition and visual guidance.
- Balanced pacing, tension and reward. Leading players through a structured beginning, middle and climactic end.
- Developed three distinct level sections, ensuring smooth player progression and engagement through environmental storytelling.
- Implemented a valve mechanic and interactive gate, preventing unnecessary backtracking and reinforcing structured exploration.
- Utilized real-world references and PureRef mood boards to enhance realism, spatial composition and visual guidance.
- Balanced pacing, tension and reward. Leading players through a structured beginning, middle and climactic end.


Magical Mayhem Project
- Designed and implemented a new Teleport spell mechanic. Enhancing player navigation through dynamic teleportation in Unreal Engine 5.
- Created and integrated a pickup item that granted the Teleport spell, with a UI update for clear feedback and functionality.
- Developed a three-part level, featuring distinct gameplay zones with modular assets, spike traps, turrets and an AI companion.
- Balanced gameplay difficulty by adjusting trap placement, creating varied challenges and adding a health bar system.
- Created a win condition with UI-triggered feedback. Ensuring a rewarding player experience at the completion of the level.
- Created and integrated a pickup item that granted the Teleport spell, with a UI update for clear feedback and functionality.
- Developed a three-part level, featuring distinct gameplay zones with modular assets, spike traps, turrets and an AI companion.
- Balanced gameplay difficulty by adjusting trap placement, creating varied challenges and adding a health bar system.
- Created a win condition with UI-triggered feedback. Ensuring a rewarding player experience at the completion of the level.
Stack-O-Bot Project
- Designed and prototyped a third-person adventure level using base assets, custom landscapes, foliage. Also used additional resources from Unreal Marketplace and Quixel Bridge.
- Created a Game Design Document and iteratively refined gameplay elements based on feedback from multiple playtests. Ensuring balanced progression.
- Developed engaging obstacles and meaningful choices that encouraged players to use the jetpack mechanic creatively to overcome challenges.
- Focused on player freedom by designing the level to support multiple approaches to problem-solving and exploration.
- Defined and implemented win conditions, guiding players through a well-paced gameplay experience with a rewarding conclusion.
- Created a Game Design Document and iteratively refined gameplay elements based on feedback from multiple playtests. Ensuring balanced progression.
- Developed engaging obstacles and meaningful choices that encouraged players to use the jetpack mechanic creatively to overcome challenges.
- Focused on player freedom by designing the level to support multiple approaches to problem-solving and exploration.
- Defined and implemented win conditions, guiding players through a well-paced gameplay experience with a rewarding conclusion.

Gaming has been a lifelong passion of mine, starting in my childhood and continuing into adulthood. Over the years, my enthusiasm for video games has deepened into an appreciation for the intricate details and processes involved in their creation. This passion ultimately inspired me to pursue a career in the video game industry, with a particular focus on Game Design.
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