Cedric Chang.

Portfolio 01

Game Development

Mostly solo projects, mostly combat. Everything playable below runs right here in the page. The itch.io pages are the source of truth if you would rather play there.

Unreal Engine 5 · Blueprints Construct 3 · Event sheets Unity · C# Combat & encounter design
In development

Untitled side-scrolling beat-'em-up

  • Engine · Unreal Engine 5, Blueprints
  • Team · Solo
  • Status · In progress, not yet released

A combo-driven melee system built in Blueprints. Input buffering, animation canceling and cancel windows, defensive options, buff and damage-over-time systems, and telegraphed boss encounters.

The thing I care about here is feel. Frame data, startup and recovery, whether a cancel window is generous enough to reward reading an opponent without letting you mash. The video below is current progress, not a release.

Combat systems · gameplay video Watch on YouTube
Combo string connecting on a grouped encounter
01 · Combo string, grouped encounter
Boss telegraph wind-up
02 · Boss telegraph
Blueprint graph for the cancel window logic
03 · Cancel window logic in Blueprints
Playable

The Legend of the 5 Orbs

  • Engine · Construct 3
  • Team · Solo
  • Status · Complete

A top-down action RPG with four playable classes, each with its own combat mechanics. Encounters are built so that a given fight wants a specific class mechanic, which means switching classes changes how you read a room rather than just changing your damage numbers.

I developed this live on stream while teaching. Students suggested designs and submitted assets, and a good number of both made it into the finished game.

Play in browser · itch.io Open on itch.io
Class selection screen showing four classes
01 · Four classes, four combat kits
An encounter requiring a specific class mechanic
02 · An encounter built around one mechanic
Student-submitted art in the finished game
03 · Student-submitted assets in place
Playable

Dash Slash

  • Engine · Construct 3
  • Team · Solo
  • Status · Complete, game jam entry

A 2D puzzle platformer made for a jam on the theme "A Different Type of Combat." Every level is a self-contained puzzle rather than an execution test.

The pacing is the design work I am proudest of here. Each new rule gets introduced in a level where it is the only thing you can do, and then the next level asks you to use it under pressure. That is the same structure I use when I write a lesson.

Play in browser · itch.io Open on itch.io
A level that teaches a rule in isolation
01 · A rule taught in isolation
The same rule tested under pressure
02 · The same rule under pressure

What I actually do

Combat and systems

Melee systems, character kit design, encounter and boss design. Input buffering, animation canceling, cancel windows, armor, guard crush, okizeme, telegraphing, buff and damage-over-time systems.

Frame data literacy

Startup, active, recovery, hitstun, blockstun, advantage. I can read a matchup and say why an option is safe, and tune it so it stops being safe.

Engines

Unreal Engine 5 in Blueprints with C++ study in progress, Unity with C#, and Construct 3 event sheets. Java background from earlier work.

Working with engineers

My C++ goal is confident code reading and informed collaboration, not writing engine systems myself. I want to be the designer who can follow the conversation.