name
Khelben Leonard
position
Technical Designer
phone
(231) 557-6306
email
LeonardKhelben@gmail.com

HelloHolaHallåSalamBonjour

I'M Khelben

I’m a Technical Designer with a strong background in Unreal Engine and multiplayer game development, including experience with console platforms. With previous experience as a Gameplay Programmer, I bring a multidisciplinary approach to solving complex problems and optimizing systems. I’m passionate about building engaging gameplay experiences and thrive in collaborative environments where technical precision meets creative design. Whether it’s designing core mechanics or prototyping new features, I enjoy pushing the boundaries of interactive storytelling and player immersion.

Thank you!

HelloHolaHallåSalamBonjour

Hello Hola Hallå SalamBonjour

Khelben Leonard

Khelben Leonard

Technical Designer

Technical Designer

Some of my Skills!

- Unreal Engine 4 & 5
- Multiplayer Replication
- AI Behavior Trees
- Version Control (Perforce & Git)
- Steamworks Integration

- C++
- Technical Design
- Documentation Jira/Confluence
- Animation State Machines
- Agile/Scrum Workflow

Hamster Hustle
Engine: Unreal 5
Team Size: 5
Project Role

- Technical Designer
- Level Designer

My Part

After graduating, a small group of friends and I founded an indie team called Dreamship. Our first release, Hamster Hustle, began as a month-long game jam and has now reached over 100K downloads on Steam. While I focused primarily on gameplay mechanics and networking, I worked throughout the entire project from building the UI, setting up the animation blueprint for our animator, designing several levels (including my favorite, The Cube), and making sure the game ran seamlessly in multiplayer.

My Responsibilities

– Collaborated with teammates to design and implement the core gameplay systems and game mode rules for a multiplayer Tag experience using Unreal Engine Blueprints.
– Worked closely with fellow programmers to integrate peer-to-peer replication, enabling smooth multiplayer functionality for up to 16 players.
– Took ownership of UI/UX development while actively seeking feedback from team members to ensure a user-friendly, cohesive experience across the game.
– Partnered with the VFX artist, animator, and sound designer to integrate their work into the project, ensuring all elements functioned properly and replicated across clients.
– Led the setup and maintenance of the Steam release pipeline, coordinating with the team to manage store assets, game builds, and publishing deadlines.

Rad Venture
Engine: Unreal 5
Team Size: 4-8
Project Role

- Technical Designer

My Part

During my internship on RAD Ventures, I worked as a Technical Designer. My primary focus was prototyping new gameplay mechanics and making sure they could be easily integrated anywhere in the project. I also contributed to animation blueprints, UI and widget blueprints, and supported various systems across the game. During this experience, I also learned how to write clear documentation using Jira and Confluence, and developed practical skills in accessing and managing a Perforce server for version control.

My Responsibilities

– Collaborated with programmers and 3D artists to implement gameplay objects that aligned with the team’s creative and functional vision, ensuring seamless integration across disciplines in an asynchronous development environment.
– Designed and implemented interactive gameplay elements using Blueprints, including dynamic obstacles that provided meaningful challenges to players.
– Developed AI behaviors using Behavior Trees and Blackboards, enabling a variety of enemy and ally interactions that enhanced moment-to-moment gameplay.
– Rebuilt and optimized the save system to ensure consistent, reliable tracking of player progress and world state.
– Integrated AI logic with animation systems, enabling responsive and immersive enemy behaviors that influenced and reacted to player actions.

Frontiers of Collapse
Engine: Unreal 5
Team Size: 4
Project Role

- Project Manager
- Technical Designer
- Level Designer

Published on Itch and Ferris State Capstones

My Part

Frontiers of Collapse was my college capstone project, developed in Unreal Engine 5. I led a team of four as the Project Lead, defining the designs, overall playstyle, and direction of the game. As the sole programmer, I was responsible for all technical development, including gameplay systems, network replication, UI and animation logic, prototyping new mechanics, audio implementation, and even contributing to level design.

My Responsibilities

– Designed and developed the entire game using Unreal Engine Blueprints and C++, delivering a complete multiplayer experience.
– Implemented LAN and Steam-based networking with support for up to 32 players across competitive and cooperative modes.
– Built a modular weapon system featuring multiple weapon types with distinct stats, behaviors, randomized recoil, shotgun spread, and range-based damage.
– Designed and balanced three core game modes. Co-op vs AI, Free-for-All, and Team Deathmatch, with the pvp modes supporting dynamic team sizes from 2 to 4 teams.
– Programmed and integrated responsive UI systems, including main menus, settings, player management screens, and an in-game HUD.
– Created five unique character classes with distinct stat profiles to encourage diverse playstyles.
– Designed and iterated on level layouts to promote fluid combat, strategic teamplay, and engaging player flow.

Technical Designer

As a Technical Designer, my goal is to help create immersive and engaging player experiences. With my expertise in game design and programming, I contribute to every stage of development, from concept to final implementation. I have hands-on experience using both Blueprint and C++ to prototype and refine gameplay mechanics, collaborating across disciplines to ensure seamless integration and innovation within the project’s scope.

Project Management

Alongside my role as a Gameplay Programmer is my experience in project management. In both my internships and projects, I have learned to work with and lead teams to plan, organize, and oversee key goals, ensure development progress was within key timeframes, and make certain our finished product was delivered up to industry-expected standards.

More about Me

Why I Became A Game Dev

I always had a passion for games when I was young. When I was eight, I decided that my dream was to become a game designer/developer. Over time, that dream hasn't changed, but the reason for it has. It went from making games to making something that people can connect with. Something that will make them laugh, cry, get angry, but most importantly, help create memories. I've played way too many games throughout my life, and there are a few that I hold closely. I keep those games near because they have given me great memories, allowed me to meet people I never would've met, and allowed me to experience stories and adventures I never would have throughout my life. Videogames have always been an essential part of my life. And because of that, I want to help bring that to people. I like making games because I want to help people create memories they will never forget, to help them meet people they would have never met, and to feel something that, even though it is fiction, is still real life.

More About Me

I’m a Technical Designer with a strong background in Unreal Engine and multiplayer game development, including experience with console platforms. With previous experience as a Gameplay Programmer, I bring a multidisciplinary approach to solving complex problems and optimizing systems. I’m passionate about building engaging gameplay experiences and thrive in collaborative environments where technical precision meets creative design. Whether it’s designing core mechanics or prototyping new features, I enjoy pushing the boundaries of interactive storytelling and player immersion.​