Robert Blandon - Game Design and Programmer

I'm a systems designer and gameplay programmer based in Vancouver, building games where the mechanics come first — I
design the classes, progression, itemization, and combat systems, then build them myself in C++, C#, Kotlin, Unity, Unreal Engine, and Raylib. I care most about how a system feels in a player's hands: balancing power against cost,
tuning difficulty through encounter design rather than raw stats, and turning a rough idea into a playable, well-tuned experience. My current flagship project is Mystic Onslaught, a solo-developed elemental roguelite where I designed the class, relic, and meta-progression systems from the ground up. I'm always looking to sharpen my design instincts,
experiment with new mechanics, and build things that are genuinely fun to play.

ShowCase

Mystic Onslaught - Custom 2D Engine

Built from the ground up in C++ using Raylib and a custom 2D game engine. The project implements its own core gameplay and engine systems rather than relying on Unity, Unreal, or another commercial game engine.

Mystic Onslaught

SIngularity Panic - Unity

Singularity Panic is a fast-paced sci-fi action game built around escalating danger, quick decision-making, and survival under pressure. The project focuses on responsive gameplay, clear player feedback, and increasingly intense encounters as the situation spirals out of control.

Singularity Panic

captain Sam - Unreal Engine

Captain Sam is a small third-person sci-fi shooter built in Unreal Engine with C++. Battle through enemy guards, manage your health, and clear the level using quick movement and precise shooting. The project focuses on core shooter gameplay, responsive combat, and a clean playable level.

Captain Sam

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