
NICK TRIPP
Games Student | Unreal Engine | Game & Level Design
My name is Nick Tripp, and I am a junior in the Games program at the University of Utah, majoring in game design and level design. My coursework has given me hands-on experience with gameplay systems, level structure, and player-focused design, including working in Unreal Engine to create gyms and build interactive experiences. I’m eager to transition from academic projects to professional development and am ready to apply my skills in a collaborative, production-focused environment.

Skills
White Boxing
Blueprint
Iteration
Version Control
Communication
Animation
Retopology
UV Unwrapping
Teamwork
Baking
Texturing
Creating Materials
Rigging
Rendering
Asset Optimization
GUI Creation
Collaboration
Software/Engines
Unreal Engine 5 & 6
Unity
Godot
OBS
GameMaker
Perforce
GitHub
Adobe Substance 3D Painter
Maya 2025 & 2026
ZBrush
Adobe Photoshop
Projects
NEURO-OVERCLOCKED
Level Design & Story Creation
Team Size: 4
Neuro-Overclocked was designed to simulate life with ADHD, giving players firsthand experience of the focus challenges and struggles people with ADHD face daily. Our team developed the game from the ground up, collaborating to create a complete player experience. I was solely responsible for the level design and story creation.
Rushroom
Level and Game Design
Team Size: 5
Rushroom is a 2.5D platformer set in a magical forest, where the player’s goal is to help Mushy find his way back to his family. Along the journey, players jump, bounce, and throw Mushy through a series of dangerous and dynamic environments.
My role in the project focused on designing and building all the levels, shaping them into a fun yet challenging experience. I also fine-tuned the gameplay by adjusting key mechanics like jump height, bounciness, and momentum to make everything feel responsive and satisfying.
D.I.Y. - Don’t Interact Yet
Level Design and VFX
Team Size: 6
D.I.Y. - Don’t Interact Yet is a survival game set on a broken-down ship, where players strive to survive as long as possible. As the level designer and VFX artist, I created clear, engaging tasks to prepare players for challenges and developed multiple spaceship concepts to finalize an intuitive level layout that feels natural as the game progresses.
I also designed visual effects that reflect player performance, with the spaceship showing signs of breaking through smoke and faulty circuitry when tasks are failed, enhancing immersion and reinforcing gameplay consequences.
WHEN THE STARS ALIGN
Full Development
Team Size: 1
When the Stars Align is a single-player, space-themed card battle game designed for a course at the University of Utah. I created the game’s core mechanics, ruleset, and overall experience from concept to final iteration.
The game combines strategic card combat with dice-driven actions and planet modifiers, encouraging players to balance risk, planning, and adaptability. A strong emphasis was placed on thematic cohesion, with characters, enemies, and planet effects designed to reinforce the science-fiction setting.
Through extensive playtesting and iteration, I refined balance, simplified rules, and improved clarity and player choice. This project reflects my approach to systems design, iteration, and creating engaging gameplay that is both strategic and accessible.






