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WRAITH MACHINES — Single Player, Roguelike, Third Person Shooter

(Jan 2026 – Present)
A passion project where I work as Creative Director and Programmer on WRAITH MACHINES, a single-player roguelike third-person shooter featuring procedural level generation, character switching, upgrades, and unlockable heroes.

WRAITH MACHINES is currently in development.

What I do

I’m working as Creative Director and Programmer on WRAITH MACHINES


Creative Director

I contribute to the game's Overall vision, gameplay direction, and character design philosophy. I created the early vision for characters, story, world, and environments, while working with the team to ensure mechanics, progression systems, and heroes fit cohesively within the roguelike experience and support a variety of playstyles.


Programmer

I develop the core Gameplay Systems, focusing on humanoid character blueprints, controller class architecture, state machines, animation and IK systems, the ability framework, perk upgrades, navigation, and EQS-based AI behavior. My work centers on building the systems that control character movement, combat, and interaction with Swapable Brains. Another aspect of the Game I have been working on is maintaining a balance between Visual & Optimization. WRAITH MACHINES's procedural generation is lit using Dynamic global illumination that must run above 120 fps on high-end GPUs and over 60 fps on integrated GPUs due to its purpose of being a shooter game, high and stable fps is the priority.


Placeholder Artist

Some of the character models, rigs, scene lighting, and environments in the early prototype were created by me for the accuracy of game design, express my ideas, and to communicate with the early prototype Artist team.



State of the Game

WRAITH MACHINES is currently a work-in-progress, and we are still experimenting with the game mechanics.



KRITTIN
NALIWONG

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