Cody Flanagan

Game design résumé

Full Sail student focused on how combat rules, progression and resources shape player choices. My work combines economy analysis, simulation-supported balance decisions and implemented Unreal mechanics, with a firm foundation in C++ and Python and a firm understanding of Unreal Engine.

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Skills

  • Systems & economy design
  • Combat balancing
  • Progression & reward loops
  • Unreal Engine
  • C++
  • Python
  • Gameplay prototyping
  • Block-mesh level design
  • IPM pacing & player guidance
  • Git / Perforce revision control
  • Agile / Scrum
  • Sprint planning & stand-ups
  • ClickUp
  • Figma / FigJam
  • Excel / Google Sheets
  • Spreadsheet formulas & functions
  • KPI & funnel analysis
  • Player segmentation
  • Playtesting & bug reporting
  • Iterative development
  • Build packaging
  • Game design documentation
  • Flowcharts & level planning
  • Telemetry planning
  • UI/UX prototyping
  • Usability testing
  • State machines & game AI
  • MATLAB
  • Probability simulation
  • Data visualization

Selected projects

Inside Clash Royale's Economy

Independent analysis | August-September 2026

  • Examined how reward flows and Gold upgrade costs affect progression and the freedom to experiment, using dated account observations and official sources.
  • Proposed a controlled test of recurring free Gold, separating the recommendation from measured player outcomes. Research and presentation assisted by AI.

Fast Taunt Rework

Combat-design case study | Generic simulation module | 2026

  • Directed a focused damage adjustment that preserved speed, targeting and taunts while restoring answers from damage specialists.
  • The reactivation study moved from 8 wins in 8 oriented DPS duels to 4 in 8; September 8 baseline data confirms the selected result.

Tile-Based Puzzle Game

Individual coursework project | Unreal Engine 5 | March 2026

  • Built the Phasing Power-Up, implemented and extended a classmate's Directional Force Tile specification, and integrated them in puzzle levels.
  • Used ClickUp plans and successive sprints to build, improve and refine the individual project.

Scraps - Block-Mesh Level

Full Sail coursework | Unreal Engine 5 | April 2026

  • Designed a breaker-based arctic facility level with introduction, practice and mastery sequences, supported by a pitch, flow planning and successive block-mesh passes.

Education

Full Sail University - B.S. Interactive Technology, Game Design concentration; expected August 2027.

Full Sail University - Associate degree completed July 2026.

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