Deck Knight

Collaborative Learning Prototype — Unreal Engine • Game Design Mentorship • Non-Commercial Project

Summary

Deck Knight is a collaborative learning project created as a safe, non-commercial sandbox for skill sharing between two industry peers. The goal of the project is not to publish a game, but to create a space where we can teach each other our respective disciplines. I am mentoring my friend in game design, while he is teaching me Unreal Engine development.

The prototype began as a way for us to explore ideas together — action combat, card-driven abilities, buffs and debuffs, and encounter pacing — without production pressure or commercial intent. Deck Knight exists solely for education, experimentation, and peer learning.

Project Overview

My role

  • Teach foundational game design skills

  • Structure the core gameplay loop

  • Define systems such as abilities, mana/energy economy, buffs, debuffs, and enemy behaviors

  • Break down design concepts into teachable components

  • Document mechanics in clear, production-quality formats

  • Collaborate closely with implementation to ensure an intuitive link between design intention and Unreal Engine execution

My collaborator’s role

  • Teach Unreal Engine concepts (Blueprints, components, animation, montages, state machines)

  • Implement combat prototypes

  • Build tools and systems we use for testing iterations

  • Experiment with different card-selection workflows and UI possibilities

Shared goals

  • Practice rapid prototyping

  • Build small ideas, test them, throw them out, refine them

  • Explore the relationship between mechanics, player agency, and moment-to-moment decision making

  • Gain deeper mastery of our respective disciplines

  • Enjoy a safe space to learn without deadlines, expectations, or pressure

Tools Used

  • Unity (C#) – level scripting, encounter assembly, visual composition

  • Nintendo Switch Dev Kit – performance testing, framerate validation

  • Photoshop – minor asset polish and lighting adjustments

  • Slack – collaboration with Sam Eng

What I Worked On

Design Leadership & Mentorship

  • Led the creation of the primary gameplay loop (combat → card selection → encounter resolution)

  • Broke down design concepts into digestible lessons for a new designer

  • Developed early game structure, enemy archetypes, and combat pacing

  • Guided discussions about readability, affordances, telegraphs, and player cognitive load

Systems Design

  • Defined core mechanics:

    • Player stamina/energy

    • Ability card drafting

    • Buffs and debuffs

    • Cooldowns and timing windows

    • Melee vs. ranged tradeoffs

  • Mapped how systems interact and designed flow diagrams for implementation

UI/UX Design

  • Outlined UX states: in-combat HUD vs. slow-time card-selection mode

  • Explored multiple UI concepts

  • Defined readability priorities, such as:

    • Player state

    • Enemy telegraphs

    • Cooldowns

    • Active buffs

    • Current card choices

Prototype Documentation

  • Collaborated on the internal “mini-GDD”

  • Wrote breakdowns for each card effect and combat interaction

  • Maintained a lightweight backlog of prototype tasks

What I Learned

Developed hands-on comfort with Unreal Engine, including Blueprints, component setup, variables, state machines, animation notifies, and basic gameplay coding

  1. Practiced teaching and mentorship — breaking down design into teachable steps

  2. Strengthened my ability to translate abstract design goals into UE-friendly implementations

  3. Gained a deeper understanding of how action-combat systems are architected at an engine level

  4. Learned how collaborative prototyping can accelerate learning on both sides

Personal Reflection

Deck Knight has been one of the most enjoyable learning experiences I’ve had in years. It reminded me of why I fell in love with game development in the first place — the joy of trying things, learning together, iterating quickly, and creating something simply because it’s fun.

This project has no commercial ambitions. Instead, it allowed me to return to an exploratory mindset, where the goal wasn’t to ship something polished but to grow, teach, learn, and play.

Mentoring a friend in game design has been deeply rewarding, and being taught Unreal Engine in return has pushed me out of my comfort zone in all the right ways. Deck Knight is a small prototype, but it symbolizes something important: a commitment to always keep learning, even years into my career.

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Rockstar Games (2018 - Current)