Poker Purgatory - Bluffers Grim
GENRE: Gambling/FPS
ROLE: Designer, Sound Designer
ENGINE: Unreal Engine 5
YEAR: 2026
CORE CONTRIBUTIONS:
- Game direction and technical design
- Script prototyping and implementation
- Enemy design and implementation
- Level design and world layout
- Tutorialization
- Sound design and audio mixing
- Scenario writing and supplemental flavour text
- Additional game systems (Codex, dialogue system (repurposed from a previous scrapped project)
- Project pitching
- Market research
SUPPLEMENTAL CONTRIBUTIONS:
- Bug fixing and QA
- UI design + additional UI art assets
- Additional textures (enemies, items, world)
- Writing and scenario design
- Promotional materials
- Supplemental C++ edits
This was my third (and final) year group project at Falmouth University! When I joined the group, they
had already settled on a gambling/action game of some kind, and I helped determine the first-person direction due to my love for old-school shooters such as Quake and Serious Sam.
We ultimately settled on a game where the player gambles across rounds of blackjack, then fights enemies based on their performance - e.g, playing a hand with a 5 of spades will add 5 spades-class enemies to the upcoming wave.
Our game was made to capitalize on the growing popularity of gambling-based games such as Balatro and CloverPit, as our team had identified this was becoming a growing trend in the market. This was a successful gambit, as testers and players have responded positively to our unique concept.
As I was very familiar with arena shooters and arcade games, I primarily worked on elements of the score-based first person gameplay, including creating all the unique enemy types (and writing all their lore) and figuring out the general game balance. but I also contributed all the sound design, the tutorial, the main menu, the codex screen...
A lot, basically!
It's been a great learning experience overall, which again highlighted the value of adjusting plans based on development feedback, and further expanded my knowledge of Unreal Engine 5.
We were a very small team compared to others in this year who faced some big setbacks early on, but I am extremely proud of what we accomplished.




