top of page

Systems-driven design across gameplay, logic, and real-time tools.

I’m Christophe Guynn, a technical designer drawn to the logic behind interactive systems and gameplay. I build prototypes that respond, adapt, and invite players to experiment. My work is grounded in a systems-first mindset, shaped by experience in real-time tools and cross-disciplinary problem-solving.

The projects below show how I approach design as a system — responsive, testable, and built to evolve.

Animation Blueprint | Control Rig | Unreal Engine

Procedurally Animated Biped

A fully procedural biped walk/run animation system in Unreal Engine 5.4 using Control Rig, enabling highly adaptive and customizable character movement without relying on traditional animation cycles.

Animation Blueprint | Control Rig | Unreal Engine

Procedurally Animated Multiped

A fully procedural multiped walk/run animation system in Unreal Engine 5.4 using Control Rig, enabling highly adaptive and customizable character movement without relying on traditional animation cycles.

Keyframe Animation | Character Performance | Maya

“Magic Trick” Animation Study

A short keyframe animation study recreating the Joker’s “magic trick” scene, with a focus on realistic movement, character timing, and physical nuance.

Level Design | Blueprint Visual Scripting | Unreal Engine

Color Temple

A color-themed puzzle maze built in Unreal Engine 5.4, where each RGBA section uses distinct gameplay mechanics and Blueprint logic to guide the player forward.

Level Design | Blueprint Visual Scripting | Unreal Engine

Blame the Bloblings

A solo Blueprint-built level for the 2025 Mega Stack‑O‑Jam, combining interactive tutorials, signal-routing puzzles, and logic-driven narration using Unreal Engine 5.6 and the Stack‑O‑Bot sample.

Level Design | Pixel Art | C# Scripting | Unity

The Minotaur’s Labyrinth

A self-taught Unity project that reimagines classic Zelda-style gameplay in a mythological maze shaped like a Minotaur’s head, featuring original puzzles, combat, and exploration.

Level Design | Rapid Prototyping | Unreal Engine

MineSweeper: Field Test

A 24-hour Unreal Engine 5.4 remake of MineSweeper as a stylized third-person game, blending charm and tension through environmental storytelling, dynamic visual cues, and playful explosions.

Lighting | Cinematics | Story-Telling | Unreal Engine

Silent Breach: A Lighting and Cinematics Study

A three-day lighting and cinematics study in Unreal Engine, using only camera movement and lighting to tell a story inside a prebuilt space station environment.

My Primary Toolset:

These are the tools I’ve used most in recent builds, but I’m quick to pick up whatever the team is using.

bottom of page