Kevin Blunn

Gameplay Systems & Combat Designer

United Kingdom • Open to Relocation
📧 kevincreates.design@gmail.com
🌐 www.kevincreates.co.uk
🔗 LinkedIn: Kevin Blunn

Gameplay and combat designer focused on building responsive gameplay systems and engaging player experiences. I specialise in combat design, gameplay systems, AI behaviour, and player-focused iteration, with experience across Unreal Engine and Unity.

My work combines system design with hands-on implementation, from combat prototypes and stealth systems to player behaviour research and progression design. I also regularly expand my skillset through VFX, 3D workflows, and technical implementation to better support the overall player experience and project needs.

CORE SKILLS

  • Combat Design

  • Gameplay Systems Design

  • AI Behaviour & Encounter Design

  • Unreal Engine 5 (Blueprints)

  • Unity

  • Level Design

  • Player Experience & Feedback

  • VFX & Visual Communication

  • 3D Modelling

  • Iterative Prototyping

  • Systems Balancing

  • Game Feel & Responsiveness

Featured Projects

Unreal Combat System Prototype

Combat Systems / Blueprint Development / Gameplay Programming

Designed and implemented a melee combat system from the ground up in Unreal Engine, focusing on responsiveness, timing, and player feedback. Built core combat systems using Blueprints and iterated on flow, readability, and game feel.

Kyomen – Global Game Jam 2026

Combat Design / Systems Design / VFX

Designed a loadout-driven combat system where each mask introduced a distinct attack style and combat approach. Contributed to enemy design, encounter pacing, art direction, 3D modelling, and VFX.

Avatar Identity & Moral Decision-Making

Gameplay Systems / AI Behaviour / Player Research

Designed and developed a third-person shooter prototype in Unreal Engine as part of my Honours dissertation. Implemented AI systems, civilian NPCs, combat mechanics, and gameplay logging tools to investigate how avatar identity influences player behaviour.

The Ballad of Auld Dunrod

Stealth Systems / AI Behaviour / Level Design

Designed stealth systems using line-of-sight detection and patrol-based AI. Developed level layouts focused on player awareness, decision-making, and route planning.

EDUCATION

Glasgow Caledonian University

BSc (Hons) Game Development (Design)
2022 – 2026 (Expected Graduation: 2026)

Focused on gameplay systems design, combat design, player experience, and prototyping across Unreal Engine and Unity. Current Honours dissertation investigates how avatar identity influences player moral decision-making through gameplay systems and player behaviour research.

University of Glasgow

BSc Technological Studies 2013-2017 Ordinary Degree

Focused on 3D modelling and Technical drawing within the Auto Desk Suite. Product design and development.


ADDITIONAL EXPERIENCE

Global Game Jam Participant – 2025 & 2026

Worked in multidisciplinary teams to rapidly design and develop complete game prototypes within 48-hour development cycles, focusing on gameplay systems, combat design, progression systems, and collaborative iteration.

Warburtons

Production Team Member

Worked as part of a large-scale production team for 4–5 years, developing strong teamwork, communication, consistency, and problem-solving skills in a fast-paced environment where reliability and efficiency were essential.

Café Assistant

Developed customer service, communication, and teamwork skills while working in a fast-paced service environment.