
Kenneth Roman
System Designer
I am a combat designer, writer, musician, and Pokémon card collector with a well-rounded understanding of how to design dynamic and engaging game systems. I got into the game industry by combining my two favorite things, software development and storytelling. I have experience designing combat systems from the ground up at Diamond Entertainment where I helped establish the games combat objectives, the look and feel of the combat, and designed the games base fighter archetypes, all in Unreal Engine 5.
How I design a Fireball (2 Minutes 27 Seconds)
Designed using Unreal Engine 4 Blueprints
This is a brief design diary of my thought process while I create a fireball ability. This ability was made with a Third Person camera in mind and was created for what was a school project at the time. (This is now a personal project I continue to work on)
MY PORTFOLIO

Combat/Systems Designer
This is a Third-Person Looter Shooter project done using C++ instead of Blueprints. I took this project on in order to learn more about TPS combat as well as rarity systems and to practice my C++ abilities. This small project takes the player from spawning in with a pistol to moving through a level shooting RPG style enemies and picking different guns of varying rarity.

Systems Designer
This is a top-down arcade game created in Unreal Engine 5 that involves collecting as many screws as you can while avoiding bombs. The game keeps track of the player's score, implements a procedural spawning of both screws and bombs all while utilizing UE5's state of the art rendering to produce a sharp, fun game.

Designer
This school project was a grid puzzle game made in Unreal Engine 4. The goal of the project was to collaborate with a teammate after creating our own, separate mechanics, and blend the two into a single puzzle for the player to solve.