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
Portrait of Prince-Noah Balgobin

Projects

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

The Haunted Archives screenshot

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
View project →
Voxel Siege screenshot

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 screenshot

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 screenshot

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 screenshot

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 screenshot

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 screenshot

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 screenshot

Farm Adventure

Level Design

A short exploration level, developed from blockout to final art.

Unreal Engine 5 · Solo · 2024

  • Level design
West Institute screenshot

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 screenshot

Tile Laser

Technical Design

A laser-and-mirror puzzle prototype on an isometric grid.

Unreal Engine 5 · Solo · Prototype

  • Technical design
  • Gameplay programming

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

  • Cyberpunk 2077
  • Balatro
  • BONELAB
  • Half-Life: Alyx
  • Valorant
  • Minecraft
  • Risk of Rain 2

Get in touch

I'm open to technical design, game design and gameplay programming roles. Email is the best way to reach me.