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Kentask Veil

Game for Unreal Fellowship: Games 2025

Face off against monsters in a rail shooter. As a hunter, you pursue Kentask, a legendary creature whose body darkens the sky. Only light can repel it. Can you survive the final hunt?

Genres
Rail Shooter Horde Survival Shooter
Platforms
PC

Game Designer

  • 🔫 I designed the gameplay inspired by the Rail Shooter genre (such as House of the Dead ), adapting the mechanics to the physical and control limitations of an arcade machine . The movement was centered around a campfire with a lighting system , which defined the setting and navigation.

  • 🧠 I developed the game concept and its theme , using free and paid resources from the FAB marketplace , and performing worldbuilding to create Kentask and its coherent diegetic universe.

  • 🗺️ I designed and calibrated the levels in Google Sheets , planning a difficulty progression that would encourage tension and key scare moments for the player experience.

MAIN ROLE

MULTIMEDIA

SUPPORTING ROLES

Programmer

  • 🧩 I developed the game systems using Blueprints , applying the Unreal Engine framework methodology taught in the Unreal Fellowship , complemented with my own organization for greater clarity and scalability.

  • 📊 I implemented a dynamic round system , integrating Google Sheets with Unreal Engine via CSV files and DataTables . I used custom logic that filtered available levels and enemies based on game parameters, automating difficulty progression.

SAMPLES

I conceptualized in FIGMA the complete map (Made on INKSCAPE), including all possible mechanics, and diagrammed the movements, interactions, fields of view, and key elements. At the same time, I identified the controls used in Epic’s Arcade setup to ensure they matched the game’s design.
Lastly, I carried out a visual exploration using simple shapes to better represent the game environment and clarify the intended gameplay style.

Concept Exploration

Learning in Unreal Fellowship 

Unreal Engine 101

I learned to use the core components of Unreal Engine to develop a video game: from the framework, through blueprints and animations, to building and exporting the final game. This experience allowed me to broaden my horizons and begin exploring 3D development more deeply.

Across different time zones

During the program, I met many people from different parts of the world who were willing to help, collaborate, or simply connect beyond the project. All of this took place across various time zones, synchronized through the class schedule and deliverables.

LEARNINGS

RECOGNITIONS

© 2024 | HeinzDBV

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