After a high-intensity drop into hostile territory, the player must infiltrate enemy lines and navigate toward their objective—a downed human space station—where they'll scavenge valuable loot and rescue stranded survivors. This section serves as a tutorial for core gameplay mechanics in a relatively linear fashion. Players are introduced to the enemy faction, learning to counter their high-accuracy, slow-moving projectiles by staying in constant motion. Additionally, the section teaches players to exploit enemy gel pods, which create slick surfaces that affect both movement and environmental objects, turning the battlefield into a dynamic, interactive space.
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GAME DESCRIPTION: Sentinel is a sci-fi PvE first-person extraction shooter that emphasizes straightforward movement, sandbox interaction, and tightly crafted level design—eschewing ability-based combat and cover shooting in favor of raw, responsive gameplay. Set in a post-apocalyptic future, you play as a Varangian—a Nordic-inspired, augmented space mercenary—offering your strength to the remnants of humanity… for a price. Scavenge like a Survivor. Build like a Space Marine. Fight like a Viking.
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MY ROLE: As Creative Lead, I was responsible for providing both artistic and creative direction while overseeing the overall production process. In addition to managerial duties, my core in-engine focus was level development—balancing both level design and level art duties and leading others where appropriate. I also contributed across disciplines as needed, including 3D modeling, gameplay and event scripting, combat encounter design, texture and shader development, and animation.
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CREDITS: Alberto Panico, Alex Wright, Antonio Gil, Daedra Christopher, Danny Jundi, Davis Zekthi, Elia Sheikh-Bahaie, Eric Lipshutz, Erik Flood, Grif Wu, Jaden Nance, Jake White, Joshua Thornhill, Justice McClellan, Kaleb Nekumanesh, Kat Peterson, Matthew Griffith, Matthew Hodge, Matthew Stone, Mike Tilden, Mitchell Broom, Nick Price, Rachel Clark, Steven Atha, Tyler Harper, Victoria Pennington.
GAMEPLAY - Our combat arenas are intentionally designed like Swiss cheese—full of routes and openings, but with limited cover—encouraging players to stay mobile and think on their feet.
GAMEPLAY - When the player discovers their path is blocked by an enemy, this example shows how they
can strategically use a gel pod to create a ramp—allowing them to bypass the blockade and advance.
ART - Video showcasing the caustic light function material I made to create a distinct light source with embedded narrative significance. Enemies cultivate these gel pods as a means of respiration, giving it visual impact and narrative context.
GAMEPLAY TRAILER - Our first trailer served as a crucial milestone, providing valuable feedback that helped shape the game’s design and art direction moving forward.