Lambert Ludology.
Game designer and developer, multi-disciplined with combat design, game design, technical design, software architecture, and protoyping games in addition to software systems.

Ludology: The study of games and gaming
Understanding the combination of resources, rules, mechanics, and pillars used to create successful core-gameplay loops.
About the Ludologist
BY GAMERS. FOR GAMERS. TM
The words flashed across my screen every time I launched my favorite Interplay title: Fallout. I had no idea my future would be in computer games when I first read those words.
Instead, games first gave me the drive to become a traditional blacksmith, inspired to craft the weapons, the armor, the tools that inspired the games I loved. Those weapons in turn inspired me to learn, then spend six years teaching Shinkendo, a traditional Japanese sword art. I opened my own studio, and also studied fencing and historical European sword arts (mainly Fiore and the German styles).
Then one day, I remembered where my inspiration came from, and realized I could channel my experiences right back into games.
I earned my B.Sc. in Computer Games Development from the University of Limerick, with honors, in 2020. When it comes time for personal gaming, I enjoy all types of games inlcuding (but not a complete list) Monster Hunter, Fallout, Wasteland, Westwood Studio games, Blizzard North games, Baldur's Gate 3, all the Star War games across all genres, and tabletop games.
My Skills
Programming Languages
C++, C#, UE Blueprints, Java, Lua, C
Designer
Game Design, Prototyping, Technical Design, Combat Design, Design Documentation, Level Design, Narrative Deisgn, UI Design, UX Design, Design Patterns, Architecture
Developer
Game Development, Software Development, Scripting, Event Driven Programming, Object Oriented Development, Artificial Intellience (AI), Memory Management
Game Engines
Unreal Engine 5 (UE5), Unreal Engine 4 (UE4), Unity, VR, Gamebryo, Corona SDK, Prepar3d (VR-Flight Sim), AR
General Skills
Problem Solving, Prototyping, Teamwork, Communication, Design Pillars, Technical Documentation, Problem Solving, Research, Version Control, Windows, Linux, Leadership
Games
Contracts Completed
Years of Game Experience
Years Leading Small Teams
Games Portfolio
In chronological order starting with the most recent.
Weapon Martial Art ARPG
Studio: Indie (Freelance)
Passion project for a different style of melee combat, currently a work in progress, being made in UE5. This game is a concurrently executing turn based, tactics/strategy based melee combat game, focusing on combat mechanics, and eventually will be expanded to other weapons (spears, axes, maces, etc.), dual wielding, and also in-fighting/half-swording equivalences. Current status is that it is a work in progress, as I am in the process of making the custom animations that is necessary to drive this type of system. The original combat design documentation was made for my Final Year Project (FYP) at the University of Limerick, and does not reflect the current evolution of this game, but serves to show the thinking/the earlier steps in this project.
Original documentation I created for my final year project (FYP) at the University of Limerick.
Link to original Combat Design DocumentMarine Biology
Studio: Alter-Learning
Head designer, technical designer, and initially level designer on this relaxing and educational exploration game. I spent a lot of time coordinating with our scientists, and documenting additional mechanics, areas, interactions, and environmental changes following the game’s release.
Hybrid Classroom
Studio: Alter-Learning
Hybrid Classroom is a "teacher's playground" in terms of being able to teach in a virtual space. Educators have the expected features, but also features uniquely available in a virtual setting. I created the design pillars, technical requirements, and prevented scope creep.
3D AL Hub
Studio: Alter-Learning
This game, or rather series of minigames, is designed to be an interactive lobby to enjoy while waiting for the party to assemble, or while taking a break. I was the original designer on this project, working with art, education, and backend teams to make sure it all worked together in a way that made sense.
Steamhaven Cogworks
Studio: Alter-Learning
For this title, I was a resource for gamifying electrical engineering principles and logic gates into a mode that kids would have fun with and open them to STEM concepts (specifically engineering).
Celestial Journey
Studio: Alter-Learning
I served as a game design and technical design resource for the head designer. I worked with educators to come up with realistic scientific activities that could be gamified as well be educational to the (learning) gamers.
Various other Alter-Learning Games
Studio: Alter-Learning
Link to GamesResponsible for multiple concurrent games and teams working with Unity (C#). My focus as a co-lead was to help/work on anywhere from 2-6 games at once, set a standard for game design documents and standard game architecture. Additionaly I developed the UI and control schema that worked with 2D & 3D games across different devices and operating systems.
Unannounced VR Project
Studio: VRAI
A VR title, made in Unreal Engine 4, that focused on education and entertainment.
iDAS & HEAT
Studio: VRAI
iDAS was a particularly complicated project, combining older flight simulator software, with VR/external hardware, tracking/processing real time game data, and following specific client requirements. HEAT was the system that was responsible for processing the data harvested from the game. My responsiblities with HEAT was making sure all the data we were gathering was accurate, processed correctly, and then uploaded to the HEAT system for it to do its internal magic.
Playmaster
Studio: Logitech
Playmaster Initial AnnouncementI was instrumental in developing and maintaining this novel esports training program, a collaboration project between Logitech and Lero, which let players use CS:GO to assess and improve their performance. Initially, I developed an FPS minigame in UE4 using C++ and Blueprints.
Space-ial Awareness
This six-person student project was awarded best use of AI in the Game Studio challenge at Games Fleadh, the largest game programming festival in Ireland. My specific responsibility for this project was combat design, but we all floated/helped one another in all aspects of the game.
Rock-It Ships
This five-person student project, inspired by Asteroids, was a two-person PVP game with three different game modes including classic, pong, and a hazard mode with a simulated black hole in the middle of the level. My primary focus was combat design and development, but we all helped one another on all aspects of this game.
Contact Me
California, US
Currently based in California, on remote contracts and freelancing. No restriction on US work. Elligible for 2136 immigration to Ireland under the Critical Skills Occupations List.
My references are available on LinkedIn
Let's get in touch. Send me a message:


