INDEPENDENT DEVELOPMENT / UNREAL ENGINE 5

Re:Fracture.

Design direction, movement and the systems that make them work together.

CASE STUDY / CURRENT PRACTICE

I design and direct Re:Fracture's movement, combat and visual feedback. My work moves between defining the experience, testing implementation and changing what doesn't hold up in play.

EXPLORE THE DESIGN
CHARACTER & WEAPON DIRECTION

Built to move.

Shaiden, rear player-facing view, in-engine turnaround
REAR · 0°DRAG / SWIPE IMAGE
Scythe, blade silhouette hero angle, in-engine turnaround
HERO · 0°DRAG / SWIPE IMAGE
DESIGN DIRECTION

Harness the chaos.

I designed Shaiden around momentum, sharp changes of direction and the effort of turning unruly speed into an advantage. The silhouette, scythe and animations all needed that same restless energy.

The weapon disappears while sprinting and returns for strikes, keeping Shaiden’s outline clear at speed.

MOVEMENT & COMBAT

Movement is the combat verb.

Shatter creates openings through movement. Weave rewards a well-timed dodge. Together they keep combat aggressive without making timing irrelevant.

SHATTER / TRAVERSAL & BLINK

Hold to aim in slow motion. Release to blink to the marker or warp into a target. Each use consumes a Shade charge.

WEAVE / PERFECT DODGE

Time a dodge through an incoming attack to recover a dash. Violet feedback, slowdown and a held silhouette mark the success window.

STRIKE / SPEED HARNESS

Building speed banks power for the next strike when Speed Harness is equipped. You have to commit to moving fast before you cash it in.

THE SYSTEMS UNDERNEATH

Inspect the decisions.

How the character communicates, how a run changes, and what I changed when an idea didn't work.

SYSTEMS / SELECT A SUBJECTDIEGETIC HUD
DIEGETIC HUD

Less clutter.
More immersion.

I moved key feedback off the screen edges and onto Shaiden. Hair shows health, the shoulder plate shows whether a Shade charge is spent, recovering or ready, and the halo times the Shatter aim window.

HAIR / HEALTH

Health in the hair.

As health drops, Shaiden’s hair turns from dark to white. Explore the captured states along the health scale.

Shaiden at 100 percent health, dark hair
HAIR / IN-ENGINE CHARACTER STUDY
HEALTH STATE100%

Full health. Dark hair retains its original silhouette.

Three captured health states, shown without interpolation.

SHOULDER + HALO

Availability and aim time.

Two related signals, two different jobs: the shoulder shows a Shade charge recovering and becoming ready; the halo counts down the Shatter aiming window.

SHOULDER / SHADE AVAILABILITY

The plate pulses as a spent Shade charge recovers, then settles into a purple ready state.

SPENTRECOVERINGREADY
Shoulder plate in its separate locked stateLOCKED / SEPARATE STATE
HALO / SHATTER AIM TIMER

The halo contracts as the Shatter aiming window closes. It tracks aim time, not charge recovery.

SHATTER / TARGET MARKER

One marker. Three reads.

The aiming preview changes to show whether the blink can resolve and when the window is closing.

Tight crop of Shatter's purple valid target preview
VALIDTarget available
Tight crop of Shatter's grey invalid target preview
INVALIDTarget blocked
Tight crop of Shatter's partially dissolving marker as the aim window closes
CLOSINGAim window ending