


Solo-developed Concept Demo | Narrative Adventure | Unreal Engine | PC
Gateway is a cinematic action-adventure about stepping beyond the boundaries of the familiar and learning to move forward without knowing what comes next.
The project explores a creative proposition: what if crossing into another reality could change not only the world around the player, but the way the game itself is played?
The current concept demo explores that idea through two deliberately contrasting sections. The Festival introduces the world through a grounded, cinematic third-person experience, while Beyond Ta’Koru shifts into expressive 3D platforming.
Different rules, different rhythms, but part of the same journey.


The larger Gateway IP concept is envisioned as a journey through several distinct realities, each with its own visual language, narrative conventions, and mechanical identity.
One world might unfold like a grounded cinematic drama. Another may embrace the responsiveness and exaggeration of a stylized platformer. Others could reinterpret combat, traversal, pacing, presentation, and genre conventions in entirely different ways.
What persists is the journey between them.
The protagonist, their developing abilities, recurring characters, visual and musical motifs, and the mystery surrounding Ta’Koru provide continuity as the experience changes around the player.
At its core, Gateway explores embracing the unknown, accepting what has happened, and finding the strength to continue when certainty is no longer available.

Gateway is a personal project that I have developed independently from its initial concept through to implementation.
My work spans:
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Game and Creative Direction
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Narrative Design and Dialogue
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Worldbuilding
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Level and Interaction Design
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Gameplay Prototyping
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Unreal Engine Blueprint Implementation
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Cinematic Direction and Sequencer
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Environment Composition and Lighting
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Production and Scope Management
Working across these disciplines has allowed me to approach the project as a complete player experience, moving continuously between creative intent and hands-on implementation.



The freedom to radically change worlds also introduces one of the project's largest risks.
If every reality looks, feels, and plays differently, what stops Gateway from feeling like a collection of disconnected games?
That question has become central to the design of Gateway.
So rather than treating each reality as an isolated level, I imagine transitions to carry something forward. Abilities evolve, narrative questions follow the player, and characters and events leave consequences. Familiar motifs appear in unfamiliar contexts, and even when the rules change, the player should still feel that they are continuing the same journey.
The current demo was built specifically to begin testing that principle.
Its two sections intentionally sit at opposite ends of the project's spectrum, allowing the transition itself to become a central part of the experience.



Cinematic Narrative Prototype
The journey begins in Ka’kala’mu, a river-jungle settlement built along elevated stilt paths surrounding an ancient structure known as Ta’Koru.
Its people do not fully understand the Structure, but they have lived alongside it long enough for its mystery to become part of their culture.
Once in a generation, one villager is appointed Mi’Kora’Sha, the Chosen One entrusted with entering Ta’Koru on behalf of their people.
Only one has entered before. Though he never returned.
On the morning of The Festival, the player takes control of the current Mi’Kora’Sha and makes their way through the village one final time before the ceremonial procession begins.
Design Focus
The Festival explores:
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Character-driven exposition
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Cinematic pacing
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Cultural worldbuilding
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Diegetic interaction
At its conclusion, the procession reaches Ta’Koru.
The gate opens.
And the rules change.


3D Platformer Prototype
Where The Festival is restrained, grounded, and narratively driven, Beyond Ta’Koru deliberately moves in the opposite direction.
The player enters a reality inspired by the language of stylized 3D platformers, where responsive traversal, mechanical expression, and playful challenges take centre stage.
Design Focus
Beyond Ta’Koru is currently used to prototype:
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Responsive third-person movement
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3D platforming and traversal
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Movement-driven level design
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A contrasting visual and mechanical identity
The prototype asks whether Gateway can shift from a cinematic narrative to mechanically expressive platforming while maintaining sufficient continuity for the transition to feel intentional and satisfying for players.
That contrast represents the larger ambition behind the project, and the unique effect that Ta’Koru could have on the IP.


I always enjoy finding artistic expression in the games I work on, and crafting cinematic sequences has become an important part of my process. And I already knew from early conceptualisation for this project that I wanted it to carry a strong cinematic identity.
To achieve this, I needed to make sure I was methodical with my cinematic layout, where I place my sequences, what I aim to convey with them, and what I wish for them to include.
Before building a sequence, I define what information or emotion the scene needs to communicate. From there, I gather visual references, explore shot progression, block actors and cameras, and iterate until it reads and flows.
Using Unreal Engine's Level Sequencer, I work with:
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Camera composition
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Camera movement
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Blocking
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Performance capture
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Animation
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Editing
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Lighting
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Post-processing
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Music synchronization
I aim to treat cinematics as something that works in sync with the game around them. Camera language, environment, interaction, music, and player movement all contribute to the same experience.
The goal is for cinematography to function as another core part of the project's design language.





Developing Gateway independently has meant taking ownership of the project from its earliest concepts through to the last implementations.
Writing, level design, gameplay, cinematics, and implementation all play a part in the personal pipeline. A change in one area often exposes a flaw in another, so much of the development has been about moving between disciplines, testing ideas in context, and finding the most efficient way to communicate what a segment is supposed to achieve.
That has shaped the way I approach the demo project as a whole. I knew I couldn't create a miniature version of every system envisioned for the final game. Instead, I focused on identifying the ideas that Gateway fundamentally depends upon and building enough of them to determine whether it would work.
So for this demo, I focused on proving two things above all:
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That the opening world can establish enough character, culture, and emotional context for leaving it to matter.
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And that the game can then radically change its mechanical language without breaking the player's connection to the journey.
Working this way has meant continuously balancing ambition against production reality, cutting ideas that do not strengthen the core experience, and investing most heavily in the moments that communicate what Gateway is trying to become.


Gateway was conceived as something much larger than what I can realistically build alone.
The wider vision follows the emotional journey of Mi’Kora’Sha across radically different realities, while gradually unraveling the mystery of Ta’Koru, the traveller who came before him, and the forces that exist beyond the world he once knew. It is a story I would love to continue developing into a larger IP, with each new world expanding not only the narrative, but the way the player moves, fights, explores, and experiences the game itself.
Reaching that vision would require a team, broader expertise, and a production scale beyond what I can currently achieve independently. For now, this demo is my own first step towards it.
It is a way for me to establish the world, test its central ideas, and prove the creative foundation that the larger project would depend upon. As I continue to gain experience, collaborate with others, and grow as a designer, I hope to one day return to Gateway with the people and resources needed to take it further.
So for the moment, this is where the journey begins.


