Trent Cornwell

ABOUT ME

About Me

I'm a game developer passionate about crafting fun and engaging experiences. Specializing in game mechanics, combat design, and character development, I strive to bring innovative ideas to life using industry-leading tools.

Explore my portfolio and feel free to connect for potential collaborations!

Skills & Expertise:

  • Prototyping Game Mechanics and Combat Systems
  • AI Design and Implementation
  • Level Design Tool Creation
  • Specification Writing
  • Unity, Unreal Engine, and UEFN

MY PORTFOLIO

Tiny Tina's Wonderlands

Tiny Tina’s Wonderlands is a fantasy-themed Borderlands spin-off, combining first-person shooter mechanics with a tabletop RPG feel. The Post-launch content (PLC) features bosses that evolve over four weeks, encouraging players to revisit dungeons for tougher fights.

  • Responsible for designing and implementing eight boss fights in the Tiny Tina's Wonderlands PLCs
  • Crafted enemy abilities using a variation of behavior trees and Unreal's Gameplay Ability System
  • Helped create the first PLC which adds a new dungeon with the challenge of battling "Chums," an ancient god trapped in a frozen body
  • Created Redmourne the Trivern, a powerful dragon-like boss, gains new abilities each week, becoming increasingly difficult

Fortnite

Fortnite is a popular online multiplayer game by Epic Games, featuring a fast-paced battle royale where 100 players fight to be the last one standing. It includes unique building mechanics, cross-platform play, and frequent updates with new content and collaborations.

  • Created several LTM's that changed up Fortnite's core BR gameplay for a limited time
  • Contributed to the creation of quests and themed events in Fortnite's campaign mode
  • Worked in UE4's native C++ and blueprints to drive gameplay abilities for player characters
  • Developed in a live service game environment

Outriders

Outriders is a co-op third-person shooter RPG, combining cover-based combat with RPG progression and loot in a dark sci-fi setting. Players can team up in squads of three or play solo.

  • Utilized UE4's Gameplay Ability System to create boss abilities in Blueprints and C++
  • Nativized blueprints into C++ to make PS4 performance targets
  • Collaborated with designers to implement specifications for boss fights
  • Worked on both the first and last boss fights of the base game

SurvivedBy

In Survived By, players explored procedurally generated dungeons and battled enemies in fast-paced, bullet-hell combat. The game featured permadeath, but with a twist: when a character died, they were "survived by" a descendant who inherited some progress, bonuses, and abilities.

  • Developed enemies that fired patterns of bullets, requiring precise movement and dodging
  • Created inherited traits and bonuses for player's previous characters
  • Collaborated with 2D artists and designers to craft the characters in Unity
  • Worked in a live enviornment during the Early Access period

Elder Scrolls: Legends

In The Elder Scrolls: Legends, players build decks with cards featuring characters, creatures, and lore from the Elder Scrolls series. Unlike typical card games, Legends uses two lanes with unique effects, adding tactical depth to gameplay.

  • Created and submitted card game designs to solve specific problems
  • Worked with Design leads to create and maintain system specific specifications
  • Pitched card designs that was constrained by an existing Elder Scrolls IP
  • Playtested prototype designs and iterated based on feedback

CONTACT ME

Address : Wisconsin, United States of America