Technical Game Designer & Gameplay Programmer
Prince-Noah Balgobin
I design and implement gameplay systems, levels, UI and designer tools in Unreal Engine 5 and Unity. Most recently, I served as lead game designer on The Haunted Archives, a co-op horror game coming to Steam.
- Engines
- Unreal Engine 5, Unity
- Languages
- Blueprint, C++, C#
- Education
- Game Design Bachelor's

Projects
Each project outlines my role, my specific contributions, and supporting screenshots and video.

Featured project
The Haunted Archives
Lead Game Designer & Gameplay Programmer
A co-op horror game built around a single mechanic: the camera.
- Designed the core gameplay loop (explore, record, survive, upload, earn) and the structure of each night.
- Built the diegetic HUD: a period-accurate night clock, camera timestamp, objective tracker and recording overlay.
- Implemented the camera and recording system, including clip saving and contextual tutorial prompts.
Unreal Engine 5 · Team project · In development
- On Steam
- Game design
- Technical design
- Gameplay programming
- UI/UX

Voxel Siege
Technical Design & UI/UX Design
A tower defense game, with internal tools that sped up the team's iteration.
Unreal Engine 5 · Siege Engine Productions · 2025
- ▶ Video
- Playable
- Technical design
- UI/UX

Robbery at Dawn
Technical Design & Developer
A stealth heist built in 48 hours, where every sound can give you away.
Unreal Engine 5 · Game jam, team of 3 · 2024
- Playable
- Technical design
- Gameplay programming
- Level design

Minecraft Tower Defense
Solo Developer (excluding art and music)
A solo tower defense game combining Plants vs. Zombies mechanics with a Minecraft setting.
Unity 3D · Solo · 2023-2024
- Playable
- Game design
- Gameplay programming
- UI/UX

Portal's Edge
Level Design & Technical Design
A non-linear isometric level with three paths to a single goal.
Unreal Engine 5 · Solo · 2025
- ▶ Video
- Level design
- Technical design

SuperHot Remake
Technical Design & Developer
A one-week team recreation of SuperHot's time-manipulation mechanics.
Unreal Engine 5 · Team of 5 · 2024
- ▶ Video
- Technical design
- Gameplay programming

Lab Adventure
Level Design & Developer
A puzzle-driven level set in a flooded city and an underground facility.
Unreal Engine 5 · Solo · 2024
- ▶ Video
- Level design
- Technical design

Farm Adventure
Level Design
A short exploration level, developed from blockout to final art.
Unreal Engine 5 · Solo · 2024
- Level design

West Institute
Solo Developer (excluding music)
A 2D roguelite with procedural dungeons, boss fights and multiple playable characters.
Unity 2D · Solo · 2019-2020
- Playable
- Gameplay programming
- Game design

Tile Laser
Technical Design
A laser-and-mirror puzzle prototype on an isometric grid.
Unreal Engine 5 · Solo · Prototype
- Technical design
- Gameplay programming
No projects match that filter.
Experience
Lead Game Designer & Gameplay Programmer
Blink Once Studios · The Haunted Archives · Unreal Engine 5
- Led design of a co-op horror game and implemented its core systems in Blueprint and C++.
- Built the HUD, camera and recording systems, along with player feedback for threat and failure states.
- Led sprint planning in Jira and Confluence and resolved issues found in team playtests.
Contract Game Developer & Designer
Full Sail University · Project Runway · Microsoft MakeCode Arcade · August–September 2026
Developed educational arcade games and companion guides that teach game design and programming to beginner students.
- Developed four complete games inspired by Geometry Dash, Snake, Chrome's T-Rex Runner and Galaga, each with custom mechanics, sprites, UI, audio, progression and difficulty tuning.
- Wrote step-by-step instructional guides with screenshots and visual references for recreating each game in MakeCode's block-based editor.
- Broke complex mechanics into clear, sequential steps accessible to students with no programming experience.
- Managed the project independently, from planning and implementation through testing, polish and documentation.
Technical Designer & UI/UX Designer
Siege Engine Productions · Voxel Siege · Unreal Engine 5 · 2025
- Built a sandbox and debug mode that let the team test any tower or wave without replaying levels.
- Implemented level progression and a data-driven tower shop, removing the need for code changes when adding towers.
- Designed and implemented the main menu, settings, pause and level-select screens.
- Maintained the team's workflow in Perforce, Jira and Confluence.
Education
- Bachelor's Degree, Game DesignFull Sail University, 2025
- Associate's Degree, Game DevelopmentFull Sail University, 2024
Skills
Gameplay programming
Player mechanics, weapons, interactables, objectives and multiplayer features, implemented in Blueprint and C++ (Unreal) and C# (Unity).
- Blueprint
- C++
- C#
- Unreal Engine 5
- Unity
Technical design
Designer-facing tools, debug modes and data-driven systems that let teams build and test content without code changes.
- Data tables
- Debug tools
- Rapid prototyping
- Playtesting
Level design
Blockout-first layouts, tested for flow and pacing, using landmarks and lighting to guide players.
- Blockouts
- Level flow
- Pacing
- Environmental storytelling
UI/UX
Menus, HUDs and in-world interfaces, taken from wireframe to working implementation.
- Figma
- Photoshop
- Menus and HUDs
Production
Sprint planning, task tracking and system documentation across multidisciplinary teams.
- Jira
- Confluence
- Trello
- ClickUp
- Milanote
- Monday
Pipeline
Source control and media tools used in professional production.
- Perforce
- Git/GitHub
- Plastic SCM
- Diversion
- FMOD Studio
- Premiere Pro
- Blockbench
About me
I'm Noah, a game designer from Houston, Texas. I've been making games since 2017, from 48-hour game jams to a year-long solo roguelite.
I do my best work where design meets implementation: prototyping a system, building the tools around it, and iterating through playtesting until it feels right. I adapt quickly to new engines and pipelines, and I enjoy collaborating across disciplines.
Currently playing
Get in touch
I'm open to technical design, game design and gameplay programming roles. Email is the best way to reach me.