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Glory for Goblins

MonRiverGames- In Development since March 2025

Details

Roles

Project Manager, Project Leader, Lead Programmer, Lead Game Designer

Skills

Visual Programming, Game Design

Tools

Unreal Engine 5, Blender

About this Project

Glory for Goblins is a top-down real-time action game, created in Unreal Engine 5, in which the player controls a hoard of goblins, going from level to level burning down villages. As they progress through each level, they are attacked by knight enemies who increase in strength and difficulty as the player progresses.

This game began development in March 2025, created by myself, Jorge Rosero, and Thee Bosely. The team has only grown since, and the team is hard at work developing the project and pushing it forward. It is currently in production at MonRiverGames, where it has an expected release date of mid-2026.

My Work

I proposed the original concept for the game. The idea was to create a game that drew inspiration from Pikmin, but with the hoard of NPCs playing a more interactive role regarding combat, and also acting as a the player's "health." Once the project began, I took on the role as Lead Programmer, creating Goblin Hoard following mechanics, Interaction System, house burning mechanics, Goblin AI and Enemy AI, and much more. I also lead group discussions regarding the gameplay, and eventually created the plan for the gameplay loop. The project started as a three person collaboration, however, as the project and team grew, I took on the role of Project Manager, ensuring information and tasks were properly documented and communicated, deadlines were met, and quality was maintained. I chose to step down from this role in January 2026 due to graduating from University, and thus having to prioritize other things. I have, however, continued to still provide support for the project.

Credits:

Heather Cole

- MonRiverGames Director

Jorge Rosero

- Co-Lead, Art, 3D Modeling, 3D Animation, Particle Effects, Level Design

Thee Bosely

- Co-Lead, UI/UX, Programming, Environmental Design

Kayden Thomas

- Programming

Yousaf Hasmi

- Programming

Christian Cahall

- Advising, Level Design

Ted Eicher

- Advising, Game Design

Ryleigh Horodyski

- UI/UX

Alexander Hardy

- Level Design

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