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GAME DESIGN PORTFOLIO

SHOWCASING GAME DESIGN EXCELLENCE

ABOUT ME

Welcome to my world! I'm James Bessinas, a passionate Game Designer and Audio Engineer dedicated to crafting immersive interactive experiences. With expertise in Unreal Engine 5, I create engaging gameplay systems and atmospheric environments that resonate with players. My unique blend of audio engineering ensures that every game I build not only plays great but sounds incredible, guiding players through compelling adventures. Join me as we explore the art of game design together!

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PROJECT HIGHLIGHTS

Game Postmortem: The Cursed Stone

Developer: James Bessinas 

Engine: Unreal Engine 5
Genre: FPS
Development Time: 2 weeks
Team Size: 4-person team

What Went Well

  1. Core Mechanics Were Fun and Functional

    • The shooting mechanics felt satisfying (especially with custom VFX and SFX integration).

    • For the cardboard western game, the stylized aesthetic helped distinguish it from other shooters.

  2. Use of Unreal Engine 5 Tools

    • Blueprint scripting helped implement interactivity quickly (enemy AI, door unlocking, mission triggers).

    • Sequencer and lighting tools were useful for environmental storytelling.

  3. Strong Audio Integration

    • Audio design (ambience, gunshots, zombie growls, and western flair) enhanced the tone of each project.

    • Being both designer and audio engineer gave me full control over the mood of each moment.

  4. Level Design Flow and Objective Clarity

    • Players knew where to go, and the goals were clear (e.g., find the water filter, clear out the town, defeat heavies).

    • Good pacing between combat and exploration areas.

What Could Be Improved

  1. Environment Polish

    • Some environments lacked detail or clutter, making them feel too empty (especially in early versions).

    • More visual storytelling (props, decals, lighting cues) would help immersion.

  2. Combat Variety

    • Enemy AI behavior was serviceable but could use more variety (e.g., flanking, range attackers).

    • The game could benefit from more weapons or player abilities (grenades, melee, upgrades).

  3. Mission Depth & Replayability

    • Missions were short and could use branching objectives or narrative twists.

    • Adding a progression system (score ranking, unlockables) would give more reason to replay.

  4. Time Management

    • Balancing level design, scripting, and polish as a solo developer was tough under a 2-week deadline.

    • Next time, I’ll prioritize prototyping before diving into aesthetics.

What I Learned

  • How to rapidly develop playable levels using modular kits and Blueprint scripting.

  • The importance of early sound design to support gameplay and reinforce player feedback.

  • How to build stylized, readable art directions that match the tone (e.g., hand-drawn western aesthetic).

  • That enemy placement and pacing matter just as much as environment layout in combat-heavy games.

Next Steps / Improvements for Future Projects

  • Add save/load or checkpoint systems to improve playability in longer sessions.

  • Create more layered objectives (e.g., puzzles, side quests) to deepen gameplay.

  • Begin user testing earlier to catch design or readability issues.

  • Collaborate with another developer or artist to elevate scope and polish.

SKILLS & EXPERTISE

🕹️ Game Design & Development

  • Core & System Design (Combat, Puzzles, Player Progression, Enemy Behavior)

  • Level Design (Combat Zones, Exploration Spaces, Puzzle Integration)

  • Gameplay Scripting in Blueprint (UE5)

  • World Building (Post-apocalyptic, stylized, top-down, FPS)

  • Game Feel: IPM pacing, player feedback, UI signaling, input mapping

🎧 Audio Engineering & Implementation

  • Sound Design (SFX, Ambience, Foley, Weapon & UI audio)

  • Audio Mixing & Mastering for Games

  • Dialogue Editing / Voiceover Integration

  • Audio Implementation via UE5 Sound Cues and Attenuation

  • Experience with DAWs (Pro Tools, Reaper, FL Studio)

🛠️ Software & Engines

  • Unreal Engine 5 (Blueprints, Sequencer, Niagara, Level Streaming)

  • FMOD (basic integration)

  • Adobe Audition, Pro Tools, FL Studio

  • Photoshop (for UI mockups, textures)

  • Microsoft Office / Google Docs (Documentation & Planning)

🎯 Project Types Worked On

  • First-person shooter (FPS) in post-apocalyptic setting with zombie AI

  • Top-down action-adventure with unlock-based progression

  • Stylized arcade western shooter (The Cardboard Cowboy)

  • Puzzle & exploration-based gameplay

  • Time trial & survival mission modes

Contact

CONNECT WITH ME

WANT TO DISCUSS A PROJECT OR JUST SAY HELLO? FEEL FREE TO DROP ME A MESSAGE.

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