Luca Yavuzok
Game Designer - Tech & UI/UX
Hello!
My name is Luca, I'm a Game Design graduate from Breda University of Applied Sciences.
My passion is creating gameplay systems that allow players to express themselves.
Currently working at Verdant Games
More About Me
Professional Projects
🧬 S.P.L.I.C.E.D. 🧬
A Metroidvania where you play as a strong-willed girl determined to challenge the tyranny of the mob leader and free Chinatown from their oppressor.
Genre: Metroidvania
Engine: Unreal Engine 5
Team Size: 30
Duration: September 2022 - June 2023
Platform: Windows (Steam)
Roles:
Tech Designer
General Designer
Setsuko:
🥁 Drums of Harmony 🥁
A 2D rhythm-based roguelike. Play as a spirit bard that can move, shoot and collect to deal with enemies and clear rooms, levels and zones.
Genre: Roguelike
Engine: Gudenuff Engine (custom)
Team Size: 12
Duration: 8 weeks
Platform: Windows / PS4
Roles:
General Designer
UI/UX Designer
🌳 Vana 🌳
A 3D platformer. Play as a mysterious character helping souls pass on to the afterlife by collecting scattered pieces of their soul.
Genre: Platformer
Engine: Unreal Engine 4
Team Size: 20
Duration: 6 months
Platform: Windows
Roles:
UI/UX Designer
General Designer
🚀 Distant Signal 🚀
A 3D sidescroller. Play as an astronaut in an alien tomb trying to uncover a message left behind by an ancient civilization.
Genre: Platformer
Engine: Unreal Engine 4
Team Size: 15
Duration: 8 weeks
Platform: Windows
Roles:
Tech Designer
UI/UX Designer
Game Jams
Passion Projects
Skills & Tools
Skills
Game Design 📝
Technical Design
UI/UX Design
General Game Design
Rapid Prototyping
Creative Problem Solving
Level Design
Development 🔧
Visual Scripting
Unreal Engine BlueprintsScripting
C#, JavaScript, GDScriptSource Control
Git, P4VAgile
QA
Graphic Design
Languages 🌍
Dutch (native)
English (fluent)
German (intermediate)
Work Ethic 📁
Team player
Working Under Pressure
Creative Thinking
On-site working
Remote Working
Communication 🗣️
Cross Discipline Collaboration
Presenting & Pitching
Working in Small or Large Teams
Tools
About Me
Me and my cat, Kairi 🐱
My name is Luca Yavuzok, I'm a 24 year old game design student studying at Breda University of Applied Sciences in The Netherlands, where I specialize in tech design and UI/UX design. Before attending my current university, I graduated from a 4 year game development course at SintLucas Eindhoven.Video games have always been a huge part of my life ever since I got introduced to them at a young age. They offered me a place to escape to and also gave me the opportunity to meet a lot of friends from around the world that I otherwise would have never met.For me it all started with Ocarina of Time, but Final Fantasy VII is the game that opened my eyes as to what games could be, and I decided I wanted a career in the games industry so I can give people that same feeling I got when first playing it.Some of my other favorite games include: Super Smash Bros. Melee, Castlevania: Symphony of the Night, Risk of Rain 2, NieR Replicant and Kingdom Hearts II.I also really like collecting. I mainly collect video games and vinyl of music I like, but I have some other small collections too.
Contact
SOON ™
I'm still working on this!
🥁 Setsuko: Drums of Harmony 🥁
Project Details
A 2D rhythm-based roguelike based off of Crypt of the NecroDancer, playable on Windows and PS4.
Genre: Rythm / Roguelike
Engine: Gudenuff Engine (custom)
Team Size: 12
Duration: 8 weeks
Platform: Windows / PS4
Roles:
General Designer
UI/UX Designer
Reception
200+
Downloads
About This Project
I worked on this project with 8 programmers, 2 artists and a producer, meaning most of the designing was done by me. Gudenuff Engine was created as an engine that can make rhythm-based top down games, meaning Crypt of the NecroDancer and Cadence of Hyrule were obvious inspirations.
My Contributions
Enemy Design
Umbrella Enemy:
This enemy moves in a predefined pattern. It deals damage to the player when it comes into contact with them. Multiple versions of this enemy exist, all with their own patterns.Ghost Lady Enemy:
This enemy charges her attack for a number of beats, then releases it after, dealing damage to the player.Long Neck Enemy:
This enemy follows the player when they are within range, dealing damage upon contact. Once the player escape's its range, it will stop following them.
Weapon Design
I started off making concepts for each weapon in Photoshop. I created animations for what I had in mind and showed these to the programmers.I made a lot of weapon concepts, but most of them weren't feasible within our engine, so we had to keep them relatively simple.
UI/UX Design
I created sketches for the beat indicator which I then showed to the programmers and artists.The floor tiles changing on the beat is a nice quality of life feature, since the player is mostly looking at their character and their surroundings rather than the UI.
Trap Design
To give ourselves more ingredients to play with when generating rooms, I came up with a few concepts for traps. These traps are incorporated in the level generation as well as manually placed in certain pre-built rooms.These traps that made it into the final build are:Spike Trap
The spike trap deals damage to the player once it comes into contact with them.Pit Trap
The pit trap is a tile that is only able to be stood on once. If the player moves off of that tile, it becomes a hole that the player will fall into and take damage.
Learnings
This project was very valuable in teaching me a lot more about the design process. I still have a lot to learn in this regard, but here are some of the most important things I learned during this project:
Working as the only designer in a bigger team
The team mostly consisted of programmers, because of this being a custom engine. This meant I had a lot of work to do in the first few weeks, so the programmers had enough time to implement everything into our engine, and had barely anything to do in the last weeks, as most things were already designed and being implemented.
Not being able to go into engine much
The only things I was able to do in engine were tweak certain values, like enemy patterns, damage values etc. So mostly for balancing. I wasn't able to create prototypes for the concepted weapons or enemies myself in engine, which improved my ability to convey ideas through sketches.
Limitations of a custom engine
While doing research, I came up with a lot of cool ideas that could make our game more interesting, but almost none of those could make it in because of the limitations of the engine. Designing around these limitations was a challenge but it made me not go with the easiest solutions.
Tools Used
🎲 DICE//KATANA 🎲
Project Details
A fast paced FPS game created for the 2022 GMTK Game Jam. Use a variety of weapons to defeat enemies, earn points and climb your way up the online leaderboard!
Genre: FPS
Engine: Unreal Engine 5
Team Size: 3
Duration: 48 hours
Platform: Windows
Roles:
UI/UX Designer
Tech Designer
Level Designer
Sound Designer
About This Project
This project was made for the 2022 GMTK Game Jam in 48 hours by me and 2 fellow students. The theme for the jam was "Roll of the Dice", so we made a wave based FPS where your gun has a dice on it and each side corresponds to a different bullet type. We were very inspired by ULTRAKILL and generally just wanted to add stuff that we thought was cool.
My Contributions
Level Design
I created multiple different layouts for the level, each having a random chance of spawning when the next wave begins.The layouts I created are accommodating for the amount of vertical movement our character has, with multiple jumps, a bounce and jump pads placed throughout the layouts.I also designed the entire tutorial of the game, where the player is taught all the game mechanics.
Level layouts.
Tutorial walkthrough (text on monitors skipped for the sake of the video).
Layouts grouped together and can be dragged.
Layout change in game.
Level Spawning System
Each level layout is created by parenting the level design ingredients used to an empty object, which is then moved underneath the default play space, turned invisible and its collision turned off.Spawning each individual level layout is done by randomly selecting one at the end of every wave. The selected layout will then have it's collision enabled, become visible and move up through the default play space.
Material Editor
For this project I wanted to mess round with materials a bit, so I made a PS1 style pixelation shader and a material to make the in-game monitors like actual CRT screens.
PS1 style pixelation shader.
CRT monitor effect.
Dash lines created with Niagara.
Visual Effects in Niagara
I used Niagara to create the on-screen effect for dashing/stomping. (The dash forward effect shows when dashing in any direction. This is something I would have liked to have fixed but couldn't due to limited time)
Menus, HUD and other UI elements
I created a minimal main menu because I didn't want to spend too much of the time limit on it. The platform with glowing edges is what the game takes place on, and the dice and the katana for the name of the game.The main menu has access to starting the game, the online leaderboard, the tutorial and quitting the game.The functionality for the online leaderboard was not developed by me (by Radu Nenu), but I created the layout for it in this project.
Main Menu.
Online Leaderboard.
Learnings
This was my first game jam in a small team of 3 and also without a dedicated artist, so here's a few of the things I learned during these 48 hours:
UI on objects
I experimented a bit with displaying UI on 3D objects instead of adding them to the viewport, like the wave timer. This gave me a better understanding of combining UMG with other actors.
Using Git with Unreal
I had never used Git in combination with Unreal before, I've only used Perforce where it shows what files are checked out in engine. Git does not show you what files are checked out, so communication about who was working in what files was very important for this project.
Tools Used
🌳 Vana 🌳
Project Details
Play as a mysterious, magical character, helping souls to pass on to the afterlife by collecting scattered pieces of their soul. Explore an oneiric limbo world and face challenges to complete your mission and unravel the secrets and mourning of the lost souls.
Genre: Platformer
Engine: Unreal Engine 4
Team Size: 20
Duration: 6 months
Platform: Windows
Roles:
UI/UX Design
UI/UX Programmer
Reception
Best Art Award
This project won "Best Art" out of every 2nd year game.
Best Game Award
This project won "Best Game" out of every 2nd year game.
About This Project
We picked this project up in the pre-production phase from the previous team, who created it in the concepting phase.I worked on this project full-time for 8 weeks, then I spent 4 weeks part-time on the UI/UX, while simultaneously working full-time on Setsuko: Drums of Harmony.
My Contributions
Wireframes in Adobe XD
I started off creating wireframes for the menu's in Adobe XD. These helped me get an idea of what screens, buttons, layouts etc. need to be made before I even go into engine.
Functioning Settings Menu
I implemented the functionality for all the settings, including audio, graphics and controls.The audio is split into multiple different sliders.The controls can all be rebound for both controller and mouse & keyboard.
Onboarding Animations
I created onboarding animations that show the player the controls (actual art not created by me). This approach is inspired by the way Journey does its onboarding.
Tools Used
🌓 Inktrospective 🌓
Project Details
A surreal platformer about looking inwards and coming to terms with the restlessness brought about by the human condition. Dive between a perfect and a broken world to reconcile your reality.
Genre: Platformer
Engine: Unreal Engine 4
Team Size: 9
Duration: 48 hours
Platform: Windows
Roles:
Tech Designer
About This Project
This project was made by 9 students from Breda University of Applies Science for the Dutch Global Game Jam, where it came in 5th and won best art!
My Contributions
Grapple Mechanic
There's specific points in the game that, when within range, the player can grapple towards. I created the grapple functionality for the player as well as the distance based activation for the grapple points.
Tools Used
🍄 Sporadic 🍄
Project Details
Play as a fungus with possessive abilities trying to escape a laboratory in this Puzzle/Platforming adventure!
Genre: Puzzle/Platformer
Engine: Unreal Engine 5
Team Size: 14
Duration: 7 days
Platform: Windows
Roles:
Tech Designer
Level Designer
Sound Designer
About This Project
This project was made by 14 students in a week for the 2023 Global Game Jam, where we participated virtually. I contributed with initial concepting, technical design, level design and setdressing of levels.
My Contributions
Doors & Buttons
I created a variety of buttons and doors for level design & puzzle design. I made these systems as easy to use as possible by keeping everything in 1 blueprint.These doors work by assigning them a button (or multiple) in the inspector, and all the possible options for the doors are available there too. So a Level Designer would never have to touch the blueprint.
Tutorial Level.
Level Design
The Tutorial Level:
I wanted to introduce the player to everything they could do with the Fungus character.The Mouse Level:
This level introduces the player to a new playable character, the mouse. The mouse was the most fun to design levels with, because it has way more options than the fungus.
Setdressing
I setdressed both levels I created with assets provided by the artists. I made use of the general props they provided, and requested certain assets, like the vents, to make the platforms feel more part of the environment.
Learnings
This was by far the biggest game jam I've done. 13 people in a game jam team is a lot, and it took some getting used to at first. It was also the first game jam that I spent more than 48 hours working on. Here are some things I learned during this week:
Call Function by Name
I set up functions in the button blueprint and used the "call function by name" node in the door blueprint to have them communicate.
Setdressing
Setdressing with a limited amount of assets proved to be quite a challenge, but a fun learning experience as well. It took the most time out of anything I've done this project, but I had fun while doing it. Using a limited amount of assets to create distinct rooms feels like a puzzle, and when it comes together it's super satisfying.
Tools Used
🚀 Distant Signal 🚀
Project Details
Explore and traverse a hostile tomb filled with traps using your jet pack and different movement abilities. Discover hidden hieroglyphs to decipher the message left behind by an ancient civilization.
Genre: Platformer
Engine: Unreal Engine 4
Team Size: 15
Duration: 8 weeks
Platform: Windows
Roles:
Tech Designer
UI/UX Designer
Reception
330+
Downloads
Best Art Award
This project won "Best Art" out of every 1st year game.
About This Project
This project was created from 2 prompts that were given to the team: "Astronaut" and "Ancient Egypt".
My Contributions
Jetpack Functionality
I designed and implemented the jetpack, as well as the fuel bar that goes with it.Using the jetpack boosts the player up, as expected of a jetpack. Using it costs fuel (indicated by the bar). Once the player runs out of fuel, the jetpack simply stops working. To recharge, the player needs to be on the ground.Performing a dash ability also costs fuel. The fuel bar will turn red once the player does not have enough to perform a dash.
Pause Menu
I created the pause menu for the game, where the player can see the map, their uncovered hieroglyphs and change their settings.
Controller Support
I made sure the entire game was playable with a controller, even the menu's. This meant changing people's blueprints from using using keyboard inputs to using Input Actions.
Learnings
This was my first project in a relatively big team (15 people) and also the first project where I collaborated with programmers and artists as a designer. I learned a lot about pipelines, conventions, teamwork, UI/UX.
Interest in UI/UX
I picked up UI/UX for the first time this project, having barely used Unreal's UMG in the past. During this project I realized the beauty of UI/UX design and how much I enjoy it.People usually tell me how no-one wants to do UI/UX design, so they're glad I'm doing it, which makes me laugh.
Controller Support in Unreal Engine
This was the first project where I really looked into controller support, meaning for gameplay a swell as all the menu's. This project taught me a basis of how to handle controller support for menu's that I still use to this day.
Tools Used
🎮 Input Display 🎮
Project Details
A UI overlay for Unreal Engine projects. A controller visual that displays what buttons are being pressed.
Engine: Unreal Engine 4
Team Size: 1
Duration: 2 days
Roles:
Tech Designer
About This Project
I created this project as a self study exercise. This can be added to any game with controller support, great for playtesting.
Tools Used
🥊 Rivals of Aether Mod 🥊
Project Details
Play as Maria Renard from Castlevania: Rondo of Blood in the 2D Platform Fighter Rivals of Aether!Along with Maria come 2 custom made stages: The Lake Bridge & The Inner Halls
Team Size: 1
Duration: 2 week
Platform: Steam Workshop
Roles:
Tech Designer
Level Designer
About This Project
I created this project as a self study exercise during an internship in 2021. I started from a template character and eventually released it on the Steam workshop.
Reception
3000+
Downloads
🧬 S.P.L.I.C.E.D 🧬
Project Details
S.P.L.I.C.E.D. is a Metroidvania, where you traverse a Biopunk Chinatown with high mobility and difficult combat encounters.
Team Size: 30
Duration: 9 months
Platform: Steam
Roles:
General Designer
Technical Designer
My Contributions
Boss Design
I designed the behavior for the boss. I created a PowerPoint presentation with research and ideas that I would pitch to the rest of the team that worked on the boss.There was a constant feedback loop between the core boss design team consisting of me, an animator and a programmer.After everything was implemented, I went over everything to polish and balance it (damage values, hitboxes etc.)
Boss progress over ~4 months
Camera Systems
I created multiple camera systems over the course of this project.One being a room based camera system, based on Super Metroid. This system got scrapped pretty early on in favor of a more normal platformer camera system.The other being a system that highlights specific things in the level, like doors opening, based mainly on 3D Zelda games.
Level Design Ingredients
I created various pieces for level design to play around with and use in their levels.- Upgrade Station
- Breakable Walls
- Crusher
About This Project
I worked on this project for the entirety of my 3rd year at Breda University of Applied Sciences. We had the biggest team of our year with around 30 people, so it was good experience for working in bigger teams.
Reception
This badge is awarded to contest entries that show a very high level of skill. These are awarded by a judging panel.
This badge is awarded to contest entries that rank highly with the judging panel.
70000+
Added to Steam Library
3000+
Unique Players
Tools Used
⏱Speedrun Timer QA Tool⏱
Project Details
A timer tool that allows the user to set up specific section to be timed (LiveSplit). Useful for QA.
Team Size: 1
Duration: 2 weeks
Platform: Windows
Roles:
Technical Designer