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Released: (Unreleased)

Project developed with Sumo Digital clients, on a brief of constraints. Players fulfil/solve objectives by choosing the order of which certain character actions happen, by manipulating the turn order.

Development Engine: Unity

Role: Gameplay programming / Technical Design

Team Size: 8

Project Pipeline: 14 weeks

What Did I contribute?

My contributions:

- Gameplay Programming

- Optimisation

- Collaboration

- Implementation

- Scriptable Objects

- GitHub Usage & Code reviews

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Scales Of Sorrow

Released: (20/03/25)

This was a Paid charity project, working for OYCI and Youth Link Scotland to help deliver a prototype game based on young people's visions and concepts.

Role: AI Programming / Technical Design

Development Engine: Unity

Client: Young People at OYCI & Youth Link Scotland

Team Size: 5

Project pipeline: 8 weeks / 16 hrs per week

What Did I contribute?

My contributions:

- Dragon A.I

- UI Programming

- Bug Fixing 

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Released: (07/05/25)

This was an applied game made for Dunkeld Archives, to aid in teaching visitors of the Archives on the vast history of Dunkeld, through an interactive display game.

Development Engine: Unreal Engine 5

Client: Dunkeld Archives

Role: Programming / Technical Design

Team Size: 5

Project Pipeline: 14 weeks

What Did I contribute?

My contributions:

- Android Building

- Optimisation

- Developer Tools

- Gameplay Mechanics

- Liaising with designers.

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Released: (18/12/24)

This was an applied project, with the goal of artistically exploring the 7 Stages of Grief, to help players to understand and work through the feelings and emotions connected to the loss of someone/something close to you. 

Development Engine: Unreal Engine 5

Role: Programming / Technical Design

Team Size: 3

Project Pipeline: 14 weeks

What Did I contribute?

My contributions:

- Developer tools

- Gameplay Mechanics

- Chaos physics

- Shaders 

See You Tomorrow

- Highlighted Projects -

- Overview -

I'm a Technical Designer with a Master's in Games Development (Distinction) and a BA (hons) in Games Design and Production from Abertay University.
My passion lies in turning creative concepts into robust, scalable systems, whether through prototyping mechanics, developing tools, or refining player interactions.

I specialise in bridging design and technical implementation to bring ideas to life in ways that feel intuitive, playful and meaningful. I'm continually exploring new tools, systems, and creative workflows to prototype faster, iterate smarter, and build experiences that players will remember long after they put the controller down.

© 2035 by Luke Allen. Powered and secured by Wix

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