Colin Correale — Gameplay Programmer & Technical Artist
Colin Correale
Gameplay Programmer & Technical Artist
I connect engineering and art to build responsive gameplay, stylized worlds, and polished production assets in Unreal Engine, Unity and Godot.
Reusable Interaction System
C++ • Blueprints • 3D Art • UI/UX
Seamless interactions built to scale
Designed to feel natural and responsive for players, the interaction system ranks interactables and removes used ones. The chest extends a base interactable class that can also support doors, machines, NPCs, and other gameplay objects. The UI provides information without pausing movement or covering the game. I modeled and UV-mapped the chest and castle environment in Blender, textured them in Substance Painter, and handled the scene setup and lighting in Unreal Engine 5.8.
- Reusable base interactable architecture
- Overlapping and rapid interaction handling
- Animated non-blocking UI feedback
- Environment modeling, texturing, and lighting



Stylized Valley
Solo Developer • Unreal Engine 5.6
A solo adventure from systems to final pixels
A colorful 3D adventure inspired by Spyro and the platformers I grew up with. I’m responsible for the gameplay systems, environments, models, hand-painted materials, lighting, and overall visual direction.
- Gameplay programming and prototyping
- Environment and level design
- Stylized modeling and texturing
- Technical art, lighting, and polish




Little Screamies
Programmer • Level Designer • 3D Generalist

Multidisciplinary work on a distributed team
A 3D horror game about investigating a laboratory filled with deceptively cute monsters. Developed with a globally distributed team and released commercially on Steam and Itch.io.
- Companion gameplay system
- Level design and gameplay implementation
- Modeling and animation
- Lighting and sound design
Let’s build something memorable.
I’m available for gameplay programming, technical art, and multidisciplinary game-development opportunities.
