Tristan
Brown
Gameplay and combat designer. I build boss fights, enemy AI, and the systems that make them feel good to fight, in Unreal Engine 5 and C++.
Selected work
All projects
Dragon Kisser
A souls-like boss fight crossed with a dating sim. I led gameplay programming and production for a student team of about 30, running weekly check-ins with every discipline and a playtest every Friday.
- Role
- Lead gameplay programmer & producer
- Team
- ~30 people
- Built with
- Unreal Engine 5, C++
The Path to Camelot
Solo combat and level design project: melee combat, enemy AI that pursues on sight, and a companion who follows the player through the level.
Destruction with Houdini
A Houdini tool that slices any mesh into art-directable pieces and hooks them into Unreal's Chaos physics for destructible gameplay.
Chamber of Secrets greybox
A level design study from the Hogwarts Legacy bathroom down to the innermost chamber, built around wayfinding, sightlines, and pacing.
and Google Play
Cosmo's Challenge
A swipe-to-throw football game used for competitions at university tailgates. I led post-release debugging and kept builds passing store review.
About me
I'm a game developer with a B.S. in Computer Science (Animation & Games) from BYU. My focus is combat: how an attack reads, how long a player has to react, and how an encounter teaches its own rules.
I work across design and code, using C++ where systems need to scale and Blueprints where iteration speed matters most. I've led a 30-person team as producer, and today I teach game development to students remotely at Game-U.