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Game Producer | Game Designer

Charles Nyanasengeran

Howdy! I'm a game developer with a passion for making purposeful experiences through the harmony of game mechanics and their sensory outputs. In the same thread, I believe that the harmony of a diverse people working together on a project achieves something greater than what we could ever do alone. 

See My Work!

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HONU

A short, isometric stealth comedy released on Steam. I designed AI enemy behaviour and game loop feedback systems for implementation in Unity. I also came on as a Technical Animator and Quality Assurance Tester during beta development.

Doo N' Dash

A flash-style comedic action-runner produced in Unity for the 6-day Scream Jam. I served as a generalist with a focus on QA testing and mechanics tuning. Through this project I learned preliminary exposure to shaders and technical art.

Killy Willy

A 3D choice-based narrative RPG being produced in Unreal Engine 5 as an ongoing personal project with a small team. Prototyped as a text adventure using Ink and produced onboarding documents to communicate game design and concept to art specialists.

Project: Galatea

An isometric stealth comedy produced for the 5-day Brackey's Game Jam with the theme of "Risk it for the biscuit." Designed and implemented the AI enemy behavior using FSM in Unity. Received over 380 Plays on Itch.io.

Doo N' Dash (Old)

A 3D co-op puzzle platformer made in Unity for a 7-day local game jam. As the technical artist and feature programmer, I was involved in scripting interactive objects, configuring animators, creating shaders, and setting up post-processing effects under the team's preferences.

Gathering Gold

A dress-up simulation RPG made in Godot structured through agile development sprint cycles. I facilitated meetings and objectives as SCRUM master and served as the team’s technical artist.

Legendmaker

A microgame designed for Sheridan’s 2024 Winter Design Week with the design challenge of making a "one-minute, one-verb" experience to be published for MicroMix Vol. 1. Served as the game’s primary game designer, developing mechanics for the verb: “Deliver!”

Go, Bikeboy! Go!

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