GRAVETALE Studios

PERSONNEL FILE // PUBLIC RELEASE

GALEFER

Systems Designer · Unreal Developer · Worldbuilder · Studio Founder

ACCESS LEVEL PUBLIC
SUBJECT SUMMARY

Independent game developer focused on dark interactive worlds, mechanical clarity, player pressure, and atmosphere with purpose.

I build games and systems where the world, mechanics, UI, progression, and player fantasy reinforce each other. My work leans toward tactical horror, extraction loops, liminal spaces, roleplay systems, inventory logic, and persistent-world design.

Primary Engine Unreal Engine
Languages C++ / Blueprints / HTML / CSS
Specialism Systems Design & Atmospheric Worldbuilding
Industry Experience 5+ Years
FILE STATUS: ACTIVE ROLE: DEVELOPER CLASSIFICATION: PORTFOLIO DISCIPLINE: SYSTEMS / DESIGN / TECH LOCATION: UNITED KINGDOM

CURRICULUM VITAE

Professional Profile

Overview

I am a game developer and founder of GRAVETALE Studios, currently building dark, systems-driven projects with a focus on Unreal Engine development, worldbuilding, and player-facing mechanics.

My strongest work comes from connecting technical structure with emotional atmosphere: interaction systems that feel usable, progression that gives players purpose, environments that communicate pressure, and mechanics that make survival feel earned.

I work best as a broad generalist with a systems-first mindset. In practice that means I can move across gameplay programming, networking, UI, level design, tools, web, documentation, and 3D-adjacent production needs, while keeping the project aligned to a coherent design goal.

Current Role

  • Founder of GRAVETALE Studios
  • Lead developer on The Slip
  • Systems and gameplay programmer
  • Project direction and scope control

Education

  • BSc Game Design graduate
  • Unreal Engine production focus
  • Broad generalist experience spanning gameplay, networking, UI, level design, tools, web, and 3D asset workflows

Core Strengths

  • Systems design with strong player readability
  • Atmosphere-led project direction
  • Technical problem solving inside production constraints
  • Small-team leadership and execution

PROJECT RECORDS

Selected Work

Bugbreach project visual
PROJECT // 003

Bugbreach

University-level small team project focused on tactical level design, interaction systems, and cooperative gameplay loops. Early testing in a controlled environment.

Leadership Scope Control Unreal Engine Programming Shaders Movement
Outworld project visual
PROJECT // 002

Outworld

Long-running Neverwinter Nights: Enhanced Edition persistent world project, focused on atmosphere, roleplay, survival, progression, and custom systems.

Programming Networking Systems Design Environmental & Aesthetic Worldbuilding
Shadows of Siranda project visual
PROJECT // 001

Shadows of Siranda

Legacy NWN survival horror project resurrected to a top 5 server with 30+ peak players. Built community, curated a long-form story, and learned live player observation, engagement loops, and design impact.

Community Management Project Leadership Engagement Analysis Worldbuilding & Storytelling

CAPABILITY INDEX

Skills & Tools

Development

Unreal Engine C++ Blueprints UMG Enhanced Input AI logic Networking

Design

Systems design Interaction loops Inventory logic Progression Extraction design Player feedback Level design

Worldbuilding

Liminal spaces Dark fantasy Blacksite horror Roleplay worlds Environmental storytelling Atmosphere control

Production

Git / GitHub Documentation Team direction Scope control Feature planning Rapid prototyping Web / portfolio

DESIGN DOCTRINE

Operating Principles

01

Atmosphere must serve play.

Visual mood is not decoration. It should support readability, navigation, pressure, and decision-making.

02

Systems should carry emotional weight.

Mechanics matter more when players understand what they gained, what they lost, and what the world demanded from them.

03

Scope is a weapon.

A disciplined prototype that proves the fantasy is stronger than a huge, unfocused project that collapses under ambition.

CONTACT CHANNEL

Open Communication

For portfolio discussion, collaboration, or GRAVETALE Studios enquiries, use the channels below.