Nakon | FPS made in a cross-platform engine for PS5/PC
An FPS game made in a cross-platform engine from the ground up.

🎓 About the Project
This project was created by a team of 12 students (9 programmers and 3 artists). Without a dedicated designer, I stepped up as a first time producer—leading meetings, resolving conflicts, managing releases, and supporting workflow improvements.
🎥 Trailer
Nakon game trailer showcasing FPS gameplay
🎮 Play on itch.io
📂 Source Code
Unfortunately, due to NDA restrictions, I am unable to share the codebase.
📋 Producer Experience & Reflections
- Used Scrum methodology to run team meetings, track progress, and manage tasks/risks.
- Gave project updates to the team and handled itch.io releases with release notes.
- Helped sort out team conflicts.
- Learned how our choice of tools affected teamwork and version control.
- Emphasized peer reviews to boost team cohesion and morale.
- Found planning and managing scope pretty tough, but learned a lot from it.
- Balanced coding with leading the team, gaining valuable experience for future lead or indie projects.
💻 Technical Contributions
Although I focused mostly on production, I also contributed as a developer—mainly on bug fixes and in-engine usability tools.
Collision bug causing player to fall through floor in edge cases
Fixed collision system ensuring stable and reliable player movement
Museum mode with multi-angle camera controls for viewing models and artwork
Blender to engine export workflow with real-time model verification
🎨 Project Showcase
🎬 Cinematic Shots
Atmospheric cinematic framing of game environment
Alternative cinematic angle showcasing level design
Wide-angle environmental composition
✨ Post Processing Effects
Bloom and rim lighting effect on ritual prop
Screen-space freeze effect post-processing
Dynamic explosion post-processing with screen distortion
🎮 Rim Lighting
Multiple enemies showcasing rim lighting system
In-game character render with lighting effects