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.
📋 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.
💻 Dev Contributions
Although I focused mostly on production, I also contributed as a developer—mainly on bug fixes and in-engine usability tools.
🐞 Collision Bug (Before) — A player could fall through the floor due to broken collision logic in certain edge cases.
✅ Collision Fix (After) — I tracked down and fixed the floor collision issue, making movement more stable and reliable.
🖼️ Museum Mode — Added a simple camera switch so players can view models and artwork from multiple angles in the museum area.
📤 Blender to Engine Export — Demonstrated the workflow of adjusting models in Blender and verifying the changes after export into the engine.
⚙️ Highlights of the project
🎬 Cinematic Shots



✨ Post Processing Effects



🎮 Rim Lighting




🎥 Trailer
📂 Source Code
Unfortunately, due to NDA restrictions, I am unable to share the codebase.