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Sound Threshold — Live
VALUE 0.0 · UNDETECTED
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MOVE YOUR MOUSE — THE WORLD HEARS YOU

GAME DESIGNER

Gameplay · Narrative · Systems

HARDIK
SUNDA-
VADARA

I design worlds that react to everything you do.
This page is no exception — move your mouse.

Scroll — or play first
Game DesignNarrative DesignSystems DesignUnreal Engine 5BlueprintsAI Behaviour TreesCombat DesignHorror Action RPGPlayer PsychologyGame DesignNarrative DesignSystems DesignUnreal Engine 5BlueprintsAI Behaviour TreesCombat DesignHorror Action RPGPlayer Psychology
Interactive — From My MA Thesis

DON'T READ MY SYSTEMS.
PLAY THEM.

This is the Sound Threshold System from PCB, my horror-action RPG thesis — running live, right here. Move slowly and the phantoms stay calm. Move fast and they hunt the noise.

SOUND VALUE: 0.0 / 8.0
DETECTION: CALM
YOU PATROL INVESTIGATING ALERTED

IN THE FULL GAME: crouch = 1 · walk = 2 · run = 4 · heavy attack = 5 · special attack = 8 — every action is a stealth decision. Power always costs exposure. That trade-off is the core of my design thesis.

Who You'd Be Hiring

BUILT, NOT
JUST DESIGNED

0+
Years in UE5
Professional pipeline experience — not tutorials.
0
Original Systems
Sound Threshold, Blood Threshold, AI, skill trees — designed and implemented.
0
Page GDD
Full thesis: lore, mechanics, technical design, screenplay.
0
Playable Prototypes
Solo-built, playtested, documented — concept to vertical slice.

I'm a Game Designer finishing my MA in Hamburg, graduating August 2026. I don't stop at the design document — I build what I design. Every system on this page exists as working Blueprints in Unreal Engine 5, playtested with real players.

"The player should always feel like they could die. And always feel like they could win."

My thesis proves the two genres everyone said couldn't coexist — horror and action RPG — can, through systemic design where power has a cost the world can hear and smell. Playtesters felt afraid even while winning fights. That's the experience I engineer.

Available immediately — internship, working student, or junior full-time from August 2026. Anywhere in Europe.

  • Mechanics are narrative. Every system I build has a story reason to exist.
  • Prototype beats argument. I test ideas in-engine, not just on paper.
  • Players feel systems. Design is psychology made playable.
  • Constraints breed ideas. Solo dev taught me to ship with what I have.
  • Feedback is fuel. Playtests changed every system I've built — for the better.
Interactive — Click the Nodes

SKILL TREE

DESIGNED LIKE MY PCB PROGRESSION SYSTEM — EVERY NODE CONNECTS. CLICK TO EXPLORE.

CORE
GAME DESIGN
The centre of everything I do. Systems, mechanics, player psychology, and the craft of making decisions feel meaningful. Click any connected node to see how each skill feeds the whole.
PROOF: 2 playable prototypes · 200-page GDD · 6 original systems
What I've Built

PROJECTS

PCB
01
MA Thesis · Game & Narrative Design · 2025–2026

PHANTOM
CLEARANCE
BÜRO

A hybrid horror-action RPG — both a 200-page academic thesis and a playable UE5 prototype. Investigating whether fear and power can coexist through systemic design.

Horror Action RPGUnreal Engine 5Systems DesignAI DesignNarrativeGDD
Sound Threshold System — the one you just played above
Blood Threshold System — damage triggers scent detection sustaining post-combat horror
Full enemy AI Behaviour Tree — patrol, alert, group cascade, combat, death
Complete world lore, 4 characters, 20-scene screenplay
Rick's Factory
02
Solo Game Project · Gameplay Design · 2025–2026

RICK'S
FACTORY

A modular action RPG where a sentient toy named Niko swaps animal body parts to transform combat and movement. Built solo from concept to working prototype in UE5.

Action RPGUnreal Engine 5Modular DesignCombat SystemsSolo Dev
Modular body-part system — Gorilla (power) and Lion (speed) each changing combat style
Elden Ring-style soft lock-on built from scratch in Blueprints
Live gameplay GIFs inside — combat, lock-on, locomotion
Original Design Work

SIGNATURE
SYSTEMS

SND
Sound Threshold

Every player action generates a quantified sound value. Enemies respond with gradient detection — precise at close range, directional at far range. You played it above.

Values: Crouch=1 · Walk=2 · Run=4 · Special=8
BLD
Blood Threshold

Damage triggers a scent detection system that decays over time. Enemies track by smell post-combat — horror that persists beyond the fight itself.

States: Low → Mid → High → Critical · ~40s recovery
AI
Enemy AI Design

Full UE5 Behaviour Tree with custom perception types. Patrol, Alert, Investigate, Group Alert, Combat. Enemies communicate and coordinate emergently.

Custom stimuli: SoundThreshold + BloodScent senses
SKL
Connected Skill Tree

Fully interconnected progression — no isolated nodes. Build identity emerges from the path taken, not a predetermined archetype. The tree above works the same way.

4 branches · Cross-bridges · Inspired by Enshrouded
CMB
Combat System

God of War-inspired combat with impactful readable hits. Combos, air slam, backstab, soft lock-on. Every attack is simultaneously a stealth decision.

Light · Heavy · Combo · Air Slam · Backstab
NRT
Narrative Design

20-scene screenplay. Every mechanic has a narrative justification — sound from phantom senses, blood from Nefarian bloodlust. Story is the system.

Mechanics emerge from fiction
Background

EXPERIENCE
& EDUCATION

2025 – 2026
MA Visual Communication
Berlin School of Business and Innovation, Hamburg

Thesis: PCB — a formal investigation into the horror-action RPG paradox using the MDA Framework. Delivered as a 200-page GDD and a playable UE5 prototype.

Feb 2023 – Aug 2025
3D Environment Designer
Greenberg Direct Inc.

Professional 3D environment design and cinematics in Unreal Engine 5. Lighting, camera sequences, and final renders for commercial deliverables in a professional remote pipeline.

2018 – 2022
BA Game & Animation Design
World University of Design, India

Four-year foundation in game design, 3D art, animation, and interactive media.

Jun 2021 – Nov 2021
3D Asset Designer
Ashta Construction, Interior Department

3D asset design and texturing for interior visualisation projects.

Available for opportunities

LET'S
MAKE
GAMES

Junior · Working Student · Internship · Full-time from August 2026 · Europe-wide

hardik.rs317@gmail.com
MA Thesis Project · Game Design · Narrative Design · 2025–2026

PHANTOM
CLEARANCE
BÜRO

A hybrid horror-action RPG — and a formal thesis investigating whether fear and power can coexist through systemic design.

Engine
Unreal Engine 5
Role
Solo Designer
Genre
Horror Action RPG
Deliverables
GDD + Prototype + Screenplay

GAME OVERVIEW

Phantom Clearance Büro (PCB) is a third-person horror-action RPG set in a dark fantasy world, 21 years after a pivotal celestial war reshaped everything. The player is Ragnar — a 17-year-old new recruit to PCB, the organisation tasked with clearing corrupted phantom entities threatening the last surviving city.

The central design question: can horror and action RPG coexist without one undermining the other? Horror requires the player to feel vulnerable. Action RPG requires the player to feel powerful. These philosophies are in direct opposition. PCB proposes a third path — systemic mechanics that sustain both simultaneously.

▶ Watch Gameplay Prototype

youtu.be/ZRcz_opvYRA · Full vertical slice demonstration

GAME DESIGN

PCB's design is built on one central insight: power has consequences. The more aggressively the player fights, the more visible they become to the world. Every attack generates sound. Every injury generates blood scent. The world watches, listens, and smells what the player does.

Sound Threshold System
Original Mechanic · Systemic Stealth · Playable on the home page
Every player action generates a quantified sound value. Unlike binary stealth games, PCB uses gradient detection — close range gives enemies precise location, mid range approximate, far range directional only. Stealth exists as a layer over all combat — every attack is simultaneously a stealth decision.
Crouch = 1 · Walk = 2 · Run = 4 · Basic Attack = 3 · Heavy = 5 · Combo = 6 · Special = 8 · Backstab = 0.5
Blood Threshold System
Original Mechanic · Post-Combat Horror
When the player takes damage, they bleed. Blood generates a scent enemies can detect. The threshold fills with damage and decays slowly — there is no button to press. The fight is won, but the world can still smell the blood. Fear extends into the aftermath.
LOW (0–30%): close enemies · MID: mid-range drawn · HIGH: far tracking · CRITICAL: all pursue · Recovery ≈ 40s
Enemy AI — Behaviour Tree
UE5 Implementation · Custom Perception
Full UE5 Behaviour Tree with three primary sequences: combat, alert/investigate, and default patrol. Custom AI perception senses — SoundThreshold and BloodScent — beyond standard sight and hearing. Enemies coordinate through group alert cascades. Encounters are emergent, not scripted.
PATROL → ALERT → INVESTIGATE → GROUP ALERT → COMBAT → HIT REACTION → DEATH
Combat System
God of War Inspired · Readable · Consequential
Impactful, readable combat. Light attacks, heavy attacks, combo strings, air slam, and backstab. Soft lock-on uses sphere sweeps to target the nearest eligible enemy. Every attack generates sound and every hit received generates blood — combat always has a cost beyond the fight.
Light (SV3) · Heavy (SV5) · Combo (SV6) · Air Slam (SV6) · Backstab (SV0.5) · Special (SV8)
Scythe Combat — Hit Detection
Sphere Sweep Implementation · Weapon Bone Retargeting
Ragnar's scythe uses sphere sweeps along the weapon arc rather than static collision boxes — accurate hit registration matching the animation with no phantom hits. The scythe weapon bone (Scythe_Weapon_R) required custom animation retargeting to preserve keyframe data across skeleton changes.
Sphere sweep arc detection · Scythe_Weapon_R bone retargeting · Impact VFX at contact point
Interconnected Skill Tree
Enshrouded Inspired · No Isolated Nodes
Four branches: Combat, Stealth, Defence, Endurance. Every upgrade connects to adjacent nodes. Strength opens paths to Assassin techniques. Stamina investment reduces attack time. Build identity emerges from connections made — progression changes HOW the player survives, not WHETHER they do.
Combat → Stealth bridge · Stamina → Speed bridge · Endurance → Combo bridge
Enemy Types
  • Standard Phantom — Sound 1.0x / Blood 1.0x
  • Zombie Phantom — Sound 0.6x / Blood 1.8x
  • Cursed Phantom — Sound 1.6x / Blood 0.8x
  • Elite Phantom — Sound 1.2x / Blood 1.4x
Game Pillars
  • Tension — never fully safe
  • Agency — choices always matter
  • Consequence — power has costs
  • Progression — HOW, not WHETHER
  • Narrative — every mechanic has a story reason

NARRATIVE DESIGN

Every mechanic in PCB has a narrative reason to exist. The Sound Threshold exists because phantoms were beings with heightened senses in life. The Blood Threshold exists because corrupted Nefarian spirits are drawn irresistibly to the scent of pure blood. Narrative and design are the same thing.

THE WORLD

Aeloria — The Pure
  • Humans, elves, peaceful beings
  • Pure by birth — celestial decree
  • Survived behind Diana's Shield
  • Built Lamora City from grief
  • Protected by PCB organisation
Nefara — The Dark
  • Monsters, demons, cursed beings
  • Evil by nature — born into darkness
  • Led by King Vargoth
  • Rebelling against cosmic injustice
  • Source of the phantom threat

The world was created balanced — like a yin and yang. The division between Aeloria and Nefara is not simply good vs evil — it is a structural injustice built into the fabric of the world. To be born Nefaran is to be considered evil by definition.

DIANA'S SACRIFICE

Diana — Angel of the Heart — was sent by the celestial order as a gift. She bore a child, Amaris, whose prophesied destiny was Vargoth's death. In the war that followed, Diana sacrificed everything — casting the Shield of Aegis, a permanent barrier sealing the Forest of Lamora. It cost her life. It tore off Vargoth's arm. It saved the survivors.

"Be a good kid. Do what you love. Your mother will always be with you in your heart." — Diana's final words to Amaris

CHARACTERS

RAGNAR
Player Character · Age 17

A new PCB recruit from Lamora City, born and raised within Diana's shield. Curious about the world beyond the barrier. His personality is shaped by player choices throughout the narrative.

AMARIS
The Hidden Child · Age 21

Diana's son, hidden for 21 years by Fangrim. Living in Lamora City unaware of his full destiny. His suppressed power occasionally manifests. The prophecy remains unfulfilled.

VARGOTH
The Nefarian King

Patient, strategic, and dangerous. Lost his arm to Diana's Shield of Aegis. Believes Amaris was destroyed. Still plotting 21 years later — the threat has never diminished.

FANGRIM
Elite Aelorian Warrior

The guardian who protected Amaris on the night of Diana's sacrifice. Has kept the boy's identity secret for 21 years. One of only two people who know the truth.

SCREENPLAY — KEY SCENES

The game's narrative is established through a 20-scene screenplay covering the backstory 21 years before the game begins.

Scene 1
EXT. PRIMORDIAL VOID — NIGHT

Darkness and light swirl together, forming the world like a massive yin-yang. Pure beings and evil beings look up at the same sky, separated by fate at birth. Ancient runes carve themselves into the air: AELORIA — Pure. NEFARA — Evil.

Scene 6
EXT. NEFARAN CITADEL — NIGHT

King Vargoth sits upon a throne of bone and fire. A prophet recites the prophecy: "The child of Diana will be the reason of the Nefarian King's death." Vargoth slams his fist down and begins building his unstoppable army.

Scene 12
INT. DIANA'S CHAMBER — CONTINUOUS

Fangrim bursts through the door. Diana kisses the newborn's forehead. "Amaris." She records her voice into a glowing crystal, hands it to Fangrim. "Protect him." She spreads her wings and flies out to face Vargoth.

Scene 14
EXT. CAPITAL AND FOREST OF LAMORA — CONTINUOUS

Diana gathers her last remaining energy. She casts her final spell — the Shield of Aegis erupts outward, sealing the Forest of Lamora permanently. The shield tears Vargoth's arm off. Vargoth flees. Diana dies.

Scene 19–20
EXT. DIANA'S GRAVESITE → FOREST OF LAMORA — DAY

Every survivor brings roses. A banner is raised: PRINCESS DIANA OF THE HEART. This becomes the foundation of Lamora City. Their hope rests silently in a hidden cradle — where baby Amaris sleeps, unaware of his destiny.

NARRATIVE THEMES

Core Themes
  • Identity — who are you when fate decides?
  • Sacrifice — what does selflessness cost?
  • Legacy — how do the dead shape the living?
  • Fear — can courage exist without real risk?
  • Justice — is a world divided by birth just?
Narrative–Mechanic Unity
  • Sound Threshold ← phantom heightened senses
  • Blood Threshold ← Nefarian bloodlust for purity
  • Skill tree ← Ragnar's actual PCB training
  • Backstab ← PCB assassination curriculum
  • No mechanic exists without a story reason

THEORETICAL FOUNDATION

The thesis applies the MDA Framework (Hunicke, LeBlanc, Zubek, 2004) as its primary analytical and design tool — formal language for understanding why horror-action hybrids consistently fail.

The Paradox — Why Hybrids Fail
MDA Analysis
Horror mechanics produce vulnerability aesthetics. Action RPG mechanics produce empowerment aesthetics. These are genuine opposites at the MDA level. Most hybrids resolve this by abandoning one genre over time.
PCB Solution: player power generates proportionally greater world reactivity — sustaining BOTH aesthetics simultaneously
Watch Prototype View ArtStation
Solo Game Project · Gameplay Design · 2025–2026

RICK'S
FACTORY

A modular action RPG where a sentient toy named Niko swaps animal body parts to transform combat style. Built solo from concept to working prototype in Unreal Engine 5.

Engine
Unreal Engine 5
Role
Solo Designer & Dev
Genre
Modular Action RPG
Status
Working Prototype

GAME CONCEPT

Rick's Factory is part of a larger project called Toy's Journey. The player controls Niko — a sentient toy who has escaped Rick's Factory, a place where toys are manufactured, modified, and discarded.

The core design concept: modular identity. Niko can swap animal body parts to fundamentally change how they move and fight. This is not cosmetic — each configuration creates a genuinely different playstyle, movement set, and combat rhythm. The player builds their Niko rather than choosing a class.

GAMEPLAY FOOTAGE

Prototype gameplay — modular body part system, combat, soft lock-on targeting, and character locomotion in Unreal Engine 5.

Gorilla Arms — Combat
Soft Lock-On
Gorilla Locomotion
Lion Movement

BODY PART SWAP SYSTEM

The central mechanic. Each animal configuration completely transforms the gameplay experience — not just stat changes but different animations, different movement physics, different combat approaches.

GORILLA
Power Configuration · Tank

Massive upper body strength. Slow but devastating. Ground pound attacks with AoE knockback. High damage output, high damage absorption. For players who want to control space and punish enemies.

Power ↑↑↑Speed ↓AoE CombatGround Slam
LION
Speed Configuration · Agility

Explosive movement speed and agile combat. Fast strikes, rapid dodge, wall-running capability. Lower hit damage but high combo potential. For players who want to control pace and punish openings.

Speed ↑↑↑Power ↓Combo CombatRapid Dodge

Future configurations planned: Eagle (ranged/aerial), Bear (defensive/counter), Cheetah (stealth/dash). Each adds a new dimension to combat and movement possibilities.

GAMEPLAY DESIGN

Soft Lock-On System
Elden Ring Inspired · Built from Scratch in Blueprints
A sphere sweep in the forward-facing hemisphere identifies eligible targets. The nearest enemy within 600 UU and 120 degrees of camera forward is selected. Camera spring arm rotates using FInterpTo() to keep target in frame. Player movement is decoupled from camera forward during lock-on — freedom maintained while camera tracks.
Sphere sweep · FInterpTo: 0.15s · Lock radius: 600 UU · Break distance: 800 UU
Character Locomotion
Acceleration · Deceleration · Lean System
Professional-feel locomotion with custom acceleration and deceleration curves. Character leans into movement direction. Different configurations have different locomotion feel: Gorilla has heavier, slower acceleration; Lion has explosive quick starts and slides. Movement communicates the character's power level at a glance.
Custom acceleration curves per configuration · Directional lean · Config-specific movement feel
Weapon Bone Retargeting
UE5 Animation · Custom Skeleton Work
The weapon bone required custom animation retargeting to preserve dynamic weapon motion when switching between body part configurations. Keyframe data is preserved across skeleton changes — ensuring the weapon behaves consistently regardless of the active configuration.
Keyframe preservation across skeletons · Configuration-agnostic weapon behaviour

WORLD & STORY

Rick's Factory exists within Toy's Journey — a larger world where toys are sentient beings manufactured in industrial facilities, used, and discarded when broken or obsolete. Rick is the factory owner — the primary antagonist — who views toys as products, not beings.

Niko is a defective toy — one who became self-aware before completion. Rather than being recycled, Niko escaped the factory floor. The modular body-part mechanic has a direct narrative reason: Niko was never finished. They can still add, swap, and modify their own body from salvaged parts.

Narrative Themes
  • Identity — who are you when you're built?
  • Freedom — escape from manufactured purpose
  • Defiance — being more than you were made to be
  • Community — other escaped toys, found family
Design Philosophy
  • Modular = identity, not loadout
  • Every swap changes feel, not just stats
  • Combat should feel different per configuration
  • Narrative justifies every mechanic

TECHNICAL IMPLEMENTATION

Built entirely in Unreal Engine 5 using Blueprints. Solo development from concept to playable prototype — all systems designed, implemented, and tested by one person.

What's Complete
  • Player movement — all configurations
  • Combat with sphere sweep detection
  • Soft lock-on system
  • Gorilla and Lion configurations
  • Character locomotion with lean
  • Basic enemy AI and combat
In Development
  • Additional body part configurations
  • Factory environment levels
  • Enemy variety and boss encounters
  • Full progression and upgrade system
  • Narrative integration and dialogue
View on ArtStation