Robert Blandon - Game Designer | Gameplay Programmer

Game designer with a programming background focused on combat systems, enemy encounters, progression and replayable gameplay. I design, implement and iterate on playable systems across Unreal Engine, Unity and custom C++ frameworks.

ShowCase

Captain Sam - Unreal Engine

Captain Sam is a third-person action shooter built in Unreal Engine 5 using C++. The game focuses on responsive shooting, enemy encounters, and AI-driven combat in a 3D environment.I developed the player movement and shooting systems, damage handling, visual effects, and enemy AI. Enemies use multiple behaviour states including idle, detection, chase, attack, and returning to their original position when the player escapes. The project gave me hands-on experience with Unreal C++, Enhanced Input, AI behaviour, combat systems, and gameplay effects.

Captain Sam

Marcus Monster Slayer - Unreal Engine

Marcus Monster Slayer is a 2D action platformer built in Unreal Engine using Paper2D/PaperZD. I developed the player combat, checkpoints, environmental hazards, and multiple enemy types, including melee enemies, flying enemies, and ranged turrets. The project helped me strengthen my Unreal gameplay programming, enemy behaviour, animation, and level-design skills.

Marcus Monster Slayer

Mystic Onslaught - Custom 2D Engine

Mystic Onslaught

Mystic Onslaught is a top-down action roguelite developed in C++ with Raylib and a custom game framework. Players fight through increasingly difficult encounters using six character classes, distinct abilities and persistent upgrades.The project was created through an AI-assisted development workflow. As the solo designer and developer, I defined the game’s systems and mechanics, directed and integrated implementation, tested and debugged features, and iterated on the combat, progression, class balance and encounter design.


SIngularity Panic - Unity

Singularity Panic

Singularity Panic is a fast-paced arcade game created as a solo project for the GameDev.tv game jam. The game focuses on surviving increasingly chaotic encounters while managing movement, combat, and moment-to-moment pressure.I handled the gameplay programming, player controls, enemy interactions, scoring, UI, and overall game flow. Building the project under a short game-jam deadline helped me practice rapid prototyping, prioritizing core mechanics, and turning a small concept into a complete playable game.


Technical Skills

Languages:

Languages: C++ | C#
Engines and Framework: Unity, Unreal Engine, Raylib
Tools: Git, GitHub
Gameplay Programming: Enemy AI, State Machines, Save/Load systems, Character Controllers
Additional: Data Structures, Algorithms, Object-Oriented Programming


View my work

Explore my published games on itch.io, where I release and iterate on projects ranging from prototypes to full builds.


My Socials

Don't always post but always watching and keeping up with the latest in tech and gaming. You can also email me if you'd like to collaborate