
W|RE
You play a veteran hitman, bored with routine assignments, who alters their perception with a mind-bending drug, shifting to a stripped-down reality, where they perceive only sounds as light as they eliminate their targets as fast as possible to earn more money.
This was the second of two official master projects I had to complete to graduate.
Project
Date
Role
Team
Engine
Videogame
Aug. 2024 - Nov. 2025
Projectmanager
14 People
Unreal 5





Prototype
Since we did not have a dedicated 3D artist in the core team at the beginning of the project, we decided early on to focus on an audio-reactive first-person shooter concept.
The project started with a two-month experimental phase, where we explored different audio-reactive visual concepts and gameplay ideas.
The game gained a clearer direction once we aligned on reference titles such as Hotline Miami and AngerFoot, focusing on fast-paced gameplay and a strong sensory identity.
Production
Process
During the six-month production period, we held weekly meetings to discuss progress, prioritize tasks, address problems, and plan the next development steps.
Part of my role involved coordinating with external artists for areas that could not be covered within the core team, including UI, comic illustrations, and VFX.
The visual identity of the game evolved significantly during this phase as we collaborated with several external artists and integrated selected assets from asset stores.
Release
Towards the end of the project, my responsibilities focused on organizing exhibitions and preparing presentation material for events and showcases.
I also worked on submissions for funding opportunities and awards.
The final stage of the project included preparing the Steam release, implementing final features, and coordinating the production of the final trailer.




