Astral Productions - Technical Gameplay Design

Job Overview

I co-founded Astral Productions to push forward both gameplay design and technical tooling while developing our current project, Astral Plague. Though this is an indie effort, I approach every system as if it were built for a fully funded, AAA-scale production — prioritizing scalability, iteration, and team growth.

Highlights of my work include:

  • Tool Development: Built lightweight, flexible tools to expand design functionality and accelerate iteration — including a fully bespoke branching dialogue system and a Google Sheets importer for rapid data-driven iteration.

  • Combat Design: Designed scalable, data-driven combat mechanics leveraging Unreal’s Gameplay Ability System and custom tools to balance depth, clarity, and responsiveness.

  • Systems & Movement Design: Prototyped custom spline-based character movement and camera controls for a hybrid 2.5D title, enabling dynamic player traversal not seen in comparable projects.

This role allows me to combine hands-on technical implementation with high-level design vision, sharpening the same skills I bring to collaborative AAA environments.

Some of my other pages contain content that is being developed for this project, I would highly recommend looking at them for more detail. I'll be adding additional info to this page over the coming months as we move to a playable demo.

About

4+ Years of Experience

Gameplay Designer

Location

Columbus, Georgia

All content on this site was designed and developed by Cole Andrews, unless otherwise noted. Any third-party tools, assets, or references are credited where applicable.

About

4+ Years of Experience

Gameplay Designer

Location

Columbus, Georgia

All content on this site was designed and developed by Cole Andrews, unless otherwise noted. Any third-party tools, assets, or references are credited where applicable.