Ruben Quaedvlieg

Technical Game Designer

  • 3 years of project experience
  • Specialising in combat & player systems
  • Unreal Engine 5 - NL

Main Projects

Technical Designer · Combat

This Sheriff Sucks!

2026 · Year 2 Block D

Turn-based combat set in a slapstick western town, with real-time parry and dodge inputs taking heavy inspiration from Clair Obscur: Expedition 33.

Engine
Unreal Engine 5
Team Size
16
Duration
8 weeks
Genre
Turn-based combat

Responsibilities

  • Parry & dodge: implemented both windows, giving the player something to do on the enemy's turn.
  • Skill design: designed the player and enemy skills that shipped, from research through to implementation.
  • Turn order & damage: handled turn-order processing and damage logic, with support from the programmers.
  • Animation implementation: imported animations into Unreal and set them up as montages driven through sequencers.
  • Built on my own plugin: the combat base came from my Year 2 Block B turn-based template.

Game trailer for itch.io release

Solo Developer

Turn-Based Combat Plugin

2026 · Year 2 Block B

A reusable UE5 plugin that recreates the Persona 5 combat loop: encounter triggers, elemental weaknesses and follow-up turns, wired to a CommonUI menu stack.

Engine
Unreal Engine 5
Team Size
Solo
Duration
8 weeks
Type
Combat plugin

Responsibilities

  • Encounter flow: designed trigger handling and turn-order resolution.
  • Weakness system: elemental weakness and follow-up turn rules driven from data tables.
  • CommonUI menus: built the combat UI on a CommonUI activatable widget stack.
  • Data-driven content: new characters and skills need no Blueprint work.
Hitting a weakness and taking another turn

Weakness hit into follow-up turn, UE5

Technical Designer · Combat

Unchained Melody

2026 · Proof of fun

A 3D action adventure proof of fun, heavily inspired by The Legend of Zelda: The Wind Waker. Borrowing the hunting horn, you combine attacks with your flutesword to queue up notes, then perform melodies in and out of combat that affect enemies and obstacles. Built to prove the core loop before full production.

Engine
Unreal Engine 5
Team Size
4
Scope
Proof of fun
Genre
Action adventure

Responsibilities

  • Melody system: Blueprint component that stores and recognises notes from player input, detects when a melody has been played, and keeps adding new melodies to the database cheap.
  • Blueprint interfaces: one interface handling the melody logic for every object or actor that implements it.
  • Freestyle mode: Blueprint component extending note recognition outside combat, so melodies work for exploration and interacting with the level.

Golem boss fight, Unreal Engine 5

About Me

I am a technical game designer specialising in combat encounter/design and player systems, currently studying Creative Media and Game Technologies at Breda University of Applied Sciences.

Across three years of team productions I have built character controllers, turn-based battle systems, parry and dodge timing windows, and gameplay feel of camera, characters and controllers. I care most about the moment-to-moment feel of a game, reinforcing player experiences with modular systems that feel good for the player; with a preferred love for (Action) Combat related systems.

Before my studies at Breda university I finished a software development study with a specialization in game design in Unity in my last 2 years, working for clients at internships in web design and serious learning games.

Outside of coursework I build combat prototypes for fun, most recently a reusable Persona 5 style battle plugin for Unreal Engine 5. I love playing games that incentivize player agency and skill expression and taking inspiration from these systems, researching into why it works and applying similar systems as a inspiration for my own projects.

I am looking for a technical or systems design role in the Netherlands or elsewhere in Europe around September 2027

Skills

Software

  • Unreal Engine 5
  • Unity
  • Photoshop
  • Figma
  • Miro
  • Office Suite

Design

  • Combat systems
  • Character controllers
  • Turn-based systems
  • Frame data & timing windows
  • Systems & tooling design
  • Feature specifications
  • Statetrees/ Animation state machines
  • Playtesting & iteration

Scripting

  • Blueprints
  • C++ (integration, debugging)
  • C#
  • Data tables & data assets
  • Editor tooling

People

  • Feature ownership
  • Scrum & Agile
  • Production & planning
  • Design reviews
  • Client communication

Languages

  • Dutch : native
  • English : fluent
  • Spanish : fluent