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Phong Trinh
Technical Combat Designer
lookskool
PROFESSIONAL
THE LAST OF US PART 1
Technical Game Designer
Professional
Owner of Tommy's Dam and part of the Left Behind DLC
•Design, script, and facilitate production across departments for set pieces, puzzles, progression, cinematics, NPC AI behavior, and accessibility features
•Designed and implemented combat navigation accessibility feature that allowed fully blind players to complete mandatory combat engagements
•Coordinated overhauls to several puzzles and levels utilizing data from focus tests to improve player experience and progression consistency
THE LAST OF US ONLINE
Technical Game Designer
Owner of Doors and Melee
•Document, illustrate, pitch and communicate designs for new systems and concepts in Maya, Photoshop, and Premier for both the technically and artistically minded teammates
•Work closely with animation, programming, and art to define, create, and maintain gameplay systems with an emphasis on scalability and network efficiency
•Facilitate efficient production pipeline between departments to polish new and existing systems to shippable quality with consideration of overall studio resources
PERSONAL
Project SUMI
Developer
PLAYABLE BUILD: https://zawalrusu.itch.io/projectsumi
Less is More
A painter trades their eyes to a demon in exchange for power. The battlefield is your canvas. The blood of your enemies, your paint.
SUMI adheres to the philosophy of minimalism, to distill an experience down to only it's most fundamental parts. It also aims to be stylish and really really cool.
Each and every action in a player's kit had to earn it's place by providing unique gameplay utility, advantages/disadvantages, and of course oozing style. This same philosophy applies to UI, art direction and most all aspects of the game's design.
BERSERK
Developer
BERSERK x DMC x Musou
Practice project to get familiar with a more "realistic" art style.
Animation layering in combination with Unreal's Motion Matching sample for Gut's locomotion as well as his cannon charging mechanic.
Trying out different techniques for "realistic" gamefeel.
A challenge of capturing Gut's speed and power while also selling the weight of his Dragonslayer.
DARK SOULS 4
Developer
High Fidelity
The goal of this project was to try and produce a simple short scene with as much fidelity as possible. Some technical animation practice as well.
Locomotion system from scratch with only 6 animations:
Idle
Movement Start
Walk
Run
Movement End
Shield Arm Overlay (Optional)
Technical
Art
Technical Animation
Animation Blueprint
Shaders
Combat DESIGN
Improve an existing combat system
or
Build a new combat system
Consulting
Review combat systems then
provide feedback and instructions on how to improve it
Feel free to reach out to me on LinkedIn
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