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MentorCliq Mentorship System Project

As part of the PlayStation Career Pathways Program, I was given the opportunity to participate in MentorCliq. This mentorship program pairs scholars with industry professionals to help them develop their skills. For this 6-month-long program, I was partnered with Eric Seaman, a gameplay programmer at Insomniac Games. Together, we built out a schedule that allowed me to continue to build my skills and practice different areas of design. For the length of this program, I would be designing 1 system every month, building my skills in design, and understanding new design principles with each project.

This page will act as a timeline of each project that will link to each system I made that month, the lessons I learned from working on the system, and how I overcame different problems I faced in each project.

January 2026

February 2026:
AI Stealth System

Game Engine: Unreal Engine
Timeline:  January 2026 - February 2026

AI Stealth Project focuses on building two AI's, a guard and a watch tower, that work to find the player while on their regular patrol routes, controled through different behavior trees.

Skills Focused:

  • AI Design

  • Behavior Trees

  • Blueprints Visual Scripting

March 2026:
Combat System

Game Engine: Unreal Engine
Timeline:  February 2026 - March 2026

AI Stealth Project focuses on building two AI's, a guard and a watch tower, that work to find the player while on their regular patrol routes, controled through different behavior trees.

Skills Focused:

  • Combat Design

  • Documentation

  • Creating Unique Game Feel

Game Engine: Unreal Engine
Timeline:  March 2026 - April2026

AI Stealth Project focuses on building two AI's, a guard and a watch tower, that work to find the player while on their regular patrol routes, controled through different behavior trees.

Skills Focused:

  • Structs and Data Tables

  • UI Design

  • Level Design

Genre: Stealth Project
Game Engine: Unreal Engine
Timeline:  April 2026 - May 2026

AI Stealth Project focuses on building two AI's, a guard and a watch tower, that work to find the player while on their regular patrol routes, controled through different behavior trees.

Skills Focused:

  • Structs and Data Tables

  • Enumerators

  • Interactive UI

April 2026:
Quest System

May 2026:
Inventory System

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