Antonio Coronado - Game Designer
Gyris

Gyris is a game where I worked as UE5 Developer in a team of 15 people. Some of the tasks I made:

• Designed, scripted, and iterated player mechanics, game systems, and open-world features.
• Developed an in-editor tool to apply custom LODs to more than 400 assets simultaneously, improving 8-10 FPS in the game with only a couple of clicks.
• Devised, created and implemented a spawn system to randomize obstacles at the track making the game way more dynamic.
• Devised, created and implemented a spawn system to randomize obstacles at the track, making every race different and more dynamic.
• Implemented destruction features to multiple assets using blueprints.
• Supported with level design tasks, finding areas to improve the gameplay and have a better flow.
• Created a character selection menu from concept to prototype.

Future improvements could be the use of arrays and iterate trough them to access each element instead of dragging references one by one to access to physics and collisions.

Tools & resources used:
• Unreal Engine 5
• Maya

Windows build available on itch.io.

Rocks Trap

In-game Asset of the rock's trap

A trap that could be triggered by players colliding with the little stick at the bottom
Blueprint viewer of the rocks trap


Sticks Traps

In-game sticks traps to reduce player's speed
Testing sticks traps in the game that reduce players speed momentaneously.


Blueprint Utility for LODs

Blueprint Utility for static meshes LOD's
Parameters in the Blueprint Uility
Blueprint Utility nodes


Spawn Random Traps Manager

Spawn System showcase
Begin Play Node
Remove Placeholder Traps Function
Spawn Traps Event


Character Selection Widget

Character Selection Widget showcase (Mount character wasn't ready)