top of page

Role

Game Designer

Developed With

Oatcake Interactive (University of Staffordshire)

Time Frame

August 2025 - October 2025

Genre

2.5D Side-Scroller

Software

Unreal Engine 5.6.1
GitHub
Trello
Miro
Google Docs
Figma
Microsoft Teams

WalKing the King

An Internship project with the University of Staffordshire in-house studio Oatcake Interactive. Set upon creating a new game based around the idea of a balancing mechanic, where the player (The Knight) carries a thrown which his majesty, King Eggward VIII sits upon. The Player has to traverse through levels with various obstacles without dropping his royal highness.

Currently Unavaliable

Summary of Constributions

UX/UI Design

  • Designed mid-fidelity wireframes in Figma for the Main Menu, Settings, Level Selection, and HUD (Heads Up Display).

  • Iterated upon each design after weekly meetings to keep in line with the game direction.

Gameplay Design

  • Conceptualised and designed visual diagrams for obstacles and traps to enhance the gameplay experience.

  • Iterated upon existing obstacles and traps.

  • Assisted the Programming Team with minor bug fixes in Unreal Engine using Blueprint.

Level Design

  • Mocked-up white boxes for the tutorial level.

  • Iterated upon the blockouts based on the outcome of the weekly team meetings.

  • Handed over levels to be set dressed by a member of the art team who specialised in environmental art.

UX Wireframes

When I came onto the project, I was tasked during the first few weeks to come up with the UX/UI for the game, as my UI implementation skills in Unreal Engine are still being expanded upon. A few of the technical designers who knew how to best optimise UI menus decided to do the implementation for me.

I created a few varieties for the UX/UI of the game to see which was preferred, and each iteration reflected a different idea for the narrative.

Game Design Diagrams

Using my game design skill set, I further went on to help come up with trap mechanics/gimmicks. Taking inspiration from some of the levels we planned and assets we discussed.

I pitched a variety of ideas:

  • Rope Bridge (Obstacle)

  • Rolling Barrels (Obstacle)

  • Cage Decent (Trap)

  • Statue (Trap)

Whilst I pitched some of the trap ideas, another designer and I contributed to creating diagrams for each other as well.

Level Design Blockouts

I also contributed to the project by taking the leap and going to a field that I'm not entirely confident in.

Assisting in blockout the first level of the game set within the Kings Castle, I was able to uncover areas that the gameplay technical designers didn't anticipate to have any issues.

bottom of page