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GAME DESIGNER

Dexter Miranda

Hello there, I'm glad you came by.

I'm a Unreal Engine Developer and Game Designer who specializes in Technical and Combat Design

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I enjoy creating combat systems and the scripting behind it. My goal is to create a combat system that is engaging, fun, and deep in mechanics.

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I am able achieve this with my ability to problem solve, create visual scripting, and write an evolving design documentation.

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I take inspiration from series such as God of War, Devil May Cry, Batman Arkham, and Spiderman.

MY PORTFOLIO

Jungle Pillars

LEVEL DESIGNER

Jungle Pillars is a project where I created my own mechanic from scratch. In this project, I created pillars that move without using the physics engine, all purely done from coding.
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For this project I took inspiration from the Uncharted and Tomb Raider series​ where I took time to add more detail into my block mesh compared to my previous projects. Managing to achieve that feeling of overgrowth in a jungle full of vegetation, I am happy with how this project turned out.

Trials

TECHNICAL DESIGNER/COMBAT DESIGNER

Updated: Dec 18, 2025

With this personal project, I challenged myself to recreate free-flow combat seen in games such as The Batman Arkham Series and The Spiderman PlayStation series

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I also decided to implement mechanics seen in games such as God of War (2016) including focused combat and individual stun meters.

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This project is a work in progress and will be updated regularly

Destruction

PERSONAL PROJECT

With this personal project, I challenged myself to recreate gameplay systems from the game, The Incredible Hulk: Ultimate Destruction.

​When taking on these projects, I researched the development of the actual game and did my best to recreate those mechanics using Unreal Engine 5's Blueprints.

I will be adding more details and mechanics as I continue to develop

Abandoned City

LEVEL DESIGNER

Adventure is a project that I made with 4 other level designers. In this we were tasked to create a big seamless level by piecing together our individual projects to create one coherent playthrough. In these screenshots and Development Details, I will be showcasing my portion of the project.

 

In this level, I drew inspiration from The Last of Us and The Walking Dead to lead my vision and tone. Using assets I found in the Unreal Marketplace, I made a level that not only felt like a real believable place, but I also achieved the feeling of abandonment by turning a once lived in city into an overgrown relic of the past.

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