STEVEN GAST
| Gameplay Design | Technical Design | Programming |
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DUNE AWAKENING - Design Intern
Quick Overview:
As a Design Intern at Funcom, I contributed to two different teams: the Choam Salvage Rights event and the Lost Harvest DLC.
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On the Choam Salvage Rights team, I focused on level design and technical implementation, designing micro environments and developing reusable Blueprint systems.
For the Lost Harvest DLC, I worked primarily in systems design and quality assurance, contributing through itemization and identifying, documenting, and resolving gameplay bugs.
Game Page:
Duration:
June 2025 - August 2025
Software Used:

Unreal Engine 5
Perforce
Unreal Game Sync
Jira
Confluence
Microsoft Excel
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CHOAM Salvage Rights Events
Micro Environments

For this task, my goal was to setup micro environments that the player could complete in around ten seconds.
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For example: Fire obstacles and crates were used to challenge the player from getting the loot before the sand worm eats it.

Reusable Blueprint Systems
For this task, my goal was to setup reusable blueprint systems that could be implemented in future events.
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For example: Turrets were programmed to not obstruct enemy encounters and replicate on the server for player sync.
Lost Harvest DLC
Itemization:
For this task, my goal was to setup weapon and armor variants that the player could read about, equip, and use.
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For example: The Dragon Flamethrower is rewarded in the Lost Harvest DLC and can be equipped afterwards.


Building:
For this task, my goal was to setup building parts and decorations that the player could place in the game environment.
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For example: The Dune Man Mechanics Kit is a decoration that is rewarded and can be placed in your base afterwards.

