EKERIK KELLEY
TECHNICAL GAME DESIGN
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Dread Signal

Make survival a shared responsibility.

ROLEIndependent designer & developer
TOOLS / PLATFORMUnreal Engine / networked multiplayer
PROJECTOpen-world co-op horror
Dread Signal gameplay with pistol, ammunition and equipment HUDWatch development video ↗
First-person gameplay prototype — weapon handling, equipment feedback and atmospheric exploration.

01 / NETWORKED CO-OP

A shared session, from one level to the next.

I built the networked multiplayer systems for Dread Signal, including level travel and voice chat. The video shows several game clients moving between test levels. It’s an early look at the setup that lets players explore and communicate together.

MULTIPLAYER TEST

A server and two client instances used to demonstrate networked play and level travel.

Watch server travel & voice chat ↗

02 / FIRST-PERSON COMBAT

Give every shot a physical response.

I developed the first-person weapon handling and worked on the camera response, effects and gun feel, alongside early enemy AI. The HUD shows ammo, firing mode and equipment. In a game this dark, that feedback needs to stay clear during a fight.

WEAPON HANDLING

First-person pistol gameplay with ammunition and equipment feedback, approximately 1:20 in the gameplay update.

Watch gunplay & gameplay systems ↗

03 / INVENTORY & EQUIPMENT

Make the loadout part of play.

I built an inventory interface with item selection, quantities and armor information. It sits over the game world so players can check their equipment without losing the scene entirely. The footage shows the interface while it was still being refined.

INVENTORY INTERFACE

Inventory items, quantities and armor presentation, approximately 1:02 in the gameplay update.

Watch inventory development ↗

04 / MENU, LOBBY & SESSION FLOW

Let the world introduce the game.

I built the menu around a computer inside the game world. The devlog follows the computer asset through to the working interface, with a look at the lobby Blueprint’s ready checks and countdown logic along the way.

IN-WORLD MENU

The computer-based menu and start-game interface, approximately 1:16 in the menu devlog.

LOBBY IMPLEMENTATION

Lobby Blueprint work showing countdown and animation logic, approximately 0:57 in the same devlog.

Watch menu & lobby development ↗

DESIGN DIRECTION

Make information part of survival.

Dread Signal was previously shown as Phantom Ascendance. I’m bringing together co-op objectives, enemy AI and limited visibility, with voice chat giving players a way to share what they know. The footage on this page is from development builds.

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