Reel Run is a 3D arcade-style hack and slash game that puts players in the lead roles of popular movie archetypes. In this action-packed game, players face off against hordes of enemies across multiple genre-themed levels, each styled to emulate the film’s era while keeping a fun, arcade-like energy. This blend of unique visual styles, intense combat, and familiar movie tropes brings a nostalgic yet fresh experience that makes players feel like true action heroes.
3D arcade hack and slash
Made in Unreal Engine 5
Worked on from August 2024 to Present
12-man team
Three levels with varied art styles, combat spaces, and assets to accompany the film the level is based on
Act 1 of the Western Level, first map designed for Reel Run
The mess hall where the player starts the horror level and plays as a killer in a campground
Developed design documentation for systems, mechanics, and art pipelines
Directed marketing materials and storefront pages to drive player engagement
Managed a 12-person team, ensuring alignment with the project’s creative vision
Conducted playtesting sessions and iterated on designs to improve player experience
Designed gameplay mechanics and created four maps, including whiteboxing and testing
As Creative Director, I learned to balance my role as the vision holder while navigating team dynamics and fostering collaboration. Establishing a clear chain of command for processing feedback was essential, as were town hall meetings where team members could share ideas for potential implementation. I made it a priority to be present, offering direct, over-the-shoulder feedback to keep the team aligned and motivated.
The cruise ship where the player starts the romance level and fights for the love interests hand.
A carousel in which you select one of 3 characters to take into any of the levels.
While providing the necessary feedback to iterate on, honing in on combat feel was something I particularly focused on. Once a good base for how the player should move and feel we spent several sprints getting the combat just right for our first playable character. Each level came with its own playable character and unique challenges to overcome to make the characters fit thematically and feel different.
Designed four maps in Photoshop, focusing on clear handoffs and seamless integration with other teams.
Validated map designs through whiteboxing, ensuring optimal player flow and gameplay balance.
Implemented environmental assets, aligning with art direction and technical requirements.
Crafted lighting designs to enhance mood, visibility, and gameplay clarity.
Designed spaces with gameplay mechanics in mind, ensuring mechanics and level design worked cohesively.
Act 2 of the Western Level where players fight through a series of train cars.
The theater in the campground where the player navigates after defeating all enemies in the mess hall in the horror level.
Having the unique opportunity to shape the game from its initial concept, I was able to define the first combat space and establish the core tone and pacing of the experience. During pre-production, I crafted core mechanics and design ideas, which I then carried into the first level to refine and validate.
This hands-on process allowed me to hone the feel and direction of the game, ensuring a cohesive vision moving forward. I began by designing the initial combat space in 2D using Photoshop, then transitioned to whiteboxing in 3D to test and iterate on the design. This iterative approach was pivotal in validating my choices and ensuring the space aligned with the game’s vision.
The boss room where the 3rd and Final Act takes place in the Western Level.
The cemetery where the final boss resides in the Horror Level.
Once the foundation was solidified, I handed off the first level to other designers, providing clear direction and documentation. This process became a building block for the rest of the project, setting a standard for quality and collaboration across the team.
Reel Run was a project that taught me the importance of communicating a unified vision and being able to iterate on ideas. This project was my most hands on project to date not only as a creative director but also as a level designer. This project challenged me as a leader and as a designer. When making designs did they align with my overall vision? Could they be replicated? Did they make sense in the greater film context? These are all questions I constantly asked myself and working with other ensuring the project was engaging and was able to meet the standards set forth by the team and myself.
The boss room where the 3rd and Final Act takes place in the Romance Level.
Product Screenshots