Project contribution report
Project Breathe (Codename)
An original dark-fantasy open-world action RPG built around exploration, omen-driven storytelling, action combat, Spirit Glass equipment, soul-contract companions, and ritual preparation between expeditions.
An original dark-fantasy open-world action RPG built around exploration, omen-driven storytelling, action combat, Spirit Glass equipment, soul-contract companions, and ritual preparation between expeditions.
Project Breathe is a dark-fantasy open-world action RPG with JRPG influences.
Players explore a layered world, encounter omen-driven stories, fight creatures and hostile forces, recover Spirit Glass and scroll-based rewards, form Soul Contracts with supernatural beings, and return to settlements or ritual spaces to prepare for the next expedition.
Core experience: Explore → Encounter story, omens, and discoveries → Enter action combat → Recover Spirit Glass, scrolls, and materials → Contract, nurture, or strengthen companions → Craft and prepare within settlements → Pursue challenges and deeper regions → Continue exploration.
Its visual and thematic pillars include stained glass, ritual logic, gothic courts, death and grace, soul, flower, and wither motifs, organic life crossed with ancient technology, and beautiful systems carrying dangerous consequences.
Concept, worldbuilding, and systems development began in June 2020. Current production is focused on a scoped Unreal Engine 5.8 vertical slice rather than continuous full production across that entire period.
- Long-form concept, narrative, worldbuilding, and systems development began in June 2020.
- Current production is focused on a Court of the Fallen vertical slice in Unreal Engine 5.8.
- The vertical slice is intended to prove a compact version of movement and exploration, action combat, inventory, persistence, fast travel, carousel-style interface behavior, a limited enemy roster, a tameable familiar, basic Soul Contract behavior, weapons and Spirit Glass interaction, status or lethal effects, friendly AI, challenge-arena behavior, and a concentrated hub, path, and combat-space structure.
- These items remain scope and implementation targets and do not establish public availability or verify every planned feature.
- Founder, Creative Director & Game Designer
- Original IP creation
- Creative direction
- Worldbuilding
- Narrative development
- Core-loop design
- Combat and progression design
- Creature and familiar systems
- Equipment and Spirit Glass design
- Soul Contract architecture
- Quest and challenge planning
- Economy and reward planning
- UI and menu direction
- Vertical-slice definition
- Level and encounter design
- Pitch-deck development
- Data architecture
- Unreal Engine prototyping
- Blueprint planning and implementation
- Technical-art direction
- Documentation and design bibles
- Feature dependency mapping
- Scope and risk management
- QA criteria
- AI-assisted production direction
- Create and direct the original IP, world, narrative foundation, core gameplay loop, progression systems, content architecture, pitch materials, and production plan.
- Define the Court of the Fallen vertical slice, its dependencies, acceptance criteria, level and encounter needs, and representative system targets.
- Translate broad design material into reusable Unreal Engine structures, focused prototypes, documentation, and future-collaborator-ready production records.
- The current milestone is intended to prove a miniature explore → encounter → combat → reward → companion → preparation → progression loop within one concentrated zone.
Spirit Glass and Soul Contracting
Contribution
- Defined Spirit Glass as part of the project's equipment and supernatural progression language.
- Defined Soul Contracts as a shared framework through which supernatural beings may contribute as active companions, mounts, embedded enchantments, or specialized support relationships.
- Connected creature design, equipment, party composition, traversal, progression, narrative relationships, and reward systems.
- Kept unrevealed creature identities and complete contract rules outside the public record.
Result
Established a unified design framework connecting supernatural relationships, equipment, rewards, traversal, and player progression.
Ritual Preparation and Consequence
Contribution
- Connected Soulflowers, Wither Marks, status effects, ritual preparation, settlement interaction, mortality or consequence, crafting, and recovery.
- Designed these concepts to create rhythm between danger, consequence, and preparation.
- Kept hidden thresholds, unreleased story consequences, and detailed economy rules outside the public record.
Result
Turned the project's ritual and mortality themes into a practical preparation-and-consequence design structure.
Solar Map Progression
Contribution
- Designed the Solar Map as a layered long-term progression structure built around repeated choices, tiers, build specialization, and controlled respec behavior.
- Connected progression choices to combat, equipment, and exploration.
- Excluded maximum progression counts, complete tier names, choice tables, and exact pity rules from the public record.
Result
Established a long-term progression direction that supports specialization while remaining connected to the wider game loop.
Data-Driven Production Architecture
Contribution
- Planned shared content structures for items and ingredients, weapons and armor, Spirit Glass, recipes, sigils and status effects, monsters, familiars and bosses, drop tables, Soul Contracts, encounters and spawn rules, weather, fast travel, shops and pricing, skills, quests and challenges, AI profiles, tutorials, and settings.
- Planned Data Tables, tags, structs, and enums to reduce isolated one-off implementations.
- Kept complete internal tables and confidential content lists outside the public record.
Result
Created a reusable content-architecture direction intended to support implementation, iteration, and future team expansion.
Court of the Fallen Vertical Slice
Contribution
- Scoped one primary zone containing a hub, traversal route, and arena.
- Defined representative enemy, tameable familiar, weapon, Spirit Glass, interface, persistence, and challenge targets.
- Planned a miniature version of the full exploration, combat, reward, companion, and preparation loop.
- Framed the work as a current production target whose implementation status must be verified before public feature claims are made.
Result
Converted the larger IP into a measurable Unreal Engine milestone capable of testing representative player flow and system feasibility.
- 01Creative vision
- 02World and narrative foundation
- 03Core-loop definition
- 04Mechanic cards and dependency mapping
- 05Content taxonomy and data schemas
- 06Risk and scope review
- 07Vertical-slice shortlist
- 08Unreal prototype
- 09Playtest and validation
- 10Correction and documentation
- 11Production expansion
- Development began with long-form writing, worldbuilding, and system research.
- Mechanics were translated into dependency maps and production documents.
- Content categories and data structures were planned for Unreal Engine.
- Risks and dependencies were reviewed before implementation.
- The full vision was reduced to a focused vertical slice.
- Current prototyping validates player flow and system feasibility.
- Reusable structures and automation are preferred where useful.
- Documentation is written to support future collaborators.
- Project Breathe is currently a founder-led solo production structured for future team expansion.
- Current documentation, shared terminology, content schemas, and dependency maps are designed to support future collaborators without implying a present full production team.
- AI assistance supports research, documentation, system analysis, implementation scaffolding, debugging, and workflow automation; Ruin reviews, revises, tests, and validates outputs before acceptance.
Problem
The full original-IP vision contains more interconnected systems and content than a focused milestone can prove at once.
Solution
Divided mechanics into core, supporting, and expansion tiers, then defined a focused Court of the Fallen vertical slice.
Outcome
Converted a broad RPG vision into an achievable proof containing exploration, combat, progression, companion interaction, interface, and persistence targets.
Problem
Interdependent content and gameplay systems created a risk of unclear dependencies and isolated one-off design.
Solution
Created content categories, dependency maps, shared terminology, and Data Table planning.
Outcome
Established clearer relationships between content and reduced isolated one-off system design.
Problem
Long-form lore and gameplay mechanics could drift apart as the project expanded.
Solution
Connected world concepts directly to mechanics including Spirit Glass, Soul Contracts, Wither Marks, and ritual preparation.
Outcome
The setting became a source of gameplay rules rather than background exposition.
Problem
Founder-led production creates a finite bandwidth constraint across design, implementation, documentation, validation, and presentation.
Solution
Used structured templates, reusable schemas, scope tiers, AI-assisted research and implementation support, and vertical-slice-first production.
Outcome
Preserved the project's larger identity while making current work measurable and reviewable.
Testing and review
- Current testing focuses on prototype feasibility.
- Player-flow review
- Mechanic dependencies
- Blueprint behavior
- Interface navigation
- Data validity
- Encounter and progression review
- Scope validation
- Documentation revision
Iteration
- Prototype findings are compared against the intended core loop, feature dependencies, and vertical-slice acceptance criteria.
- Mechanic cards, content taxonomies, data plans, and implementation priorities are revised as dependencies become clearer.
- Current work is evaluated as milestone development rather than full-game validation.
- No public QA, external certification, or packaged-milestone availability is claimed.
Project Breathe currently has an extensive original-IP foundation spanning worldbuilding, narrative, systems design, content architecture, visual direction, pitch development, and vertical-slice planning.
- Current Unreal Engine 5.8 production is focused on transforming that foundation into a playable Court of the Fallen vertical slice demonstrating exploration, combat, progression, interface, companion behavior, and ritual preparation.
- The full game and current vertical-slice milestone remain in development.
Every Project Breathe asset must receive a confidentiality, implementation-status, authorship, and public-portfolio review before publication. Major spoilers, complete histories, boss identities, unreleased creature rosters, hidden consequences, complete progression or economy structures, financial information, private repository material, and unreleased production assets remain excluded.
Related public links
No public project, store, trailer, gameplay, or source-code link currently exists.
- Verified tools and production systems
- Unreal Engine 5.8 · Blueprint · Unreal Data Tables · Unreal structs and enums · UMG · Adobe Photoshop · Autodesk 3ds Max · ZBrush · Git · GitHub · Miro · Google Docs · ChatGPT · Codex
- Asset and integration sources
- No public source code, complete internal Data Tables, confidential pitch material, unreleased production assets, or unverified project media is included in this portfolio record.
- AI-assisted production workflow disclosure
- Project Breathe uses an AI-assisted production workflow for research, documentation, system analysis, implementation scaffolding, debugging support, and workflow automation. Ruin created and retains responsibility for the original IP, worldbuilding, narrative, game design, art direction, feature priorities, architecture decisions, acceptance criteria, and final validation. AI-assisted outputs are reviewed, revised, and tested before being accepted into production.
- Learned to convert a large creative vision into production tiers.
- Strengthened long-form systems design.
- Improved dependency mapping.
- Improved data-driven Unreal planning.
- Learned to connect lore to mechanics.
- Strengthened vertical-slice scoping.
- Improved documentation intended for future collaborators.
- Learned to protect an IP's identity while reducing current scope.
- Improved risk and feature-priority evaluation.
- Strengthened multidisciplinary production direction.
- Learned that long-term continuity requires explicit naming, taxonomy, and ownership rules.
Project Breathe demonstrates Ruin's ability to create, organize, and direct a complex original IP while reducing it into a focused Unreal Engine production milestone.
Hiring relevance
- Game Designer
- Systems Designer
- Technical Designer
- Level Designer
- Creative Director
- Narrative Systems Designer
- Unreal Engine Generalist
- Technical Artist
- UI / UX
- Producer / Product Owner
- Tools and Pipeline Design
- Multidisciplinary Developer
