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      <image:caption>Established the first playable version of the stance-switching combat system in a 3D environment. Introduced basic enemies and abilities to validate the core loop, focusing on whether stance swapping created meaningful moment-to-moment decisions despite rough implementation.</image:caption>
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      <image:caption>Focused on improving moment-to-moment gameplay by refining movement, responsiveness, and feedback. Introduced systems such as input queuing and animation canceling, alongside improved VFX and SFX, to create a more reactive and satisfying combat experience.</image:caption>
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      <image:caption>Expanded the system depth by introducing a perk framework, allowing players to modify abilities and stats across different stances. This shifted the design from a fixed combat loop to a more flexible, build-driven experience with increased replayability and player choice.</image:caption>
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      <image:caption>Horizon: Hunters Gathering - Design Intern</image:caption>
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      <image:caption>Cause To Exist - Combat Designer &amp; Gameplay Programmer</image:caption>
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