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.