
Carlos Rus
Live Visuals
Duke of Tokyo
Graduation project
Weapon design
©2026 Carlos Rus
Graduation project
A HKU Graduation project, Creative media and game technologies
Milled tooth
Milled Tooth is a first-person survival-horror game set aboard an abandoned offshore oil rig. The project began with one central design question:
How can I design a multifunctional weapon and tool system that creates tension and strategic choices while meaningfully connecting combat with environmental interaction?
Instead of designing the weapon as a separate asset, I built an entire game world around its possibilities. The result is an industrial drill that functions as both a close-range weapon and a launchable projectile. The player can use it to fight enemies, break through structures, activate machinery and solve environmental obstacles. Because the player only has one drill bit, firing it also temporarily removes their main means of defence. This creates a continuous choice between using the weapon offensively, using it to progress or recalling it before the player becomes too vulnerable.

The project went through several iterations. Early versions contained multiple functions, but these did not yet feel sufficiently connected. Playtests also showed that the weapon lacked impact and did not encourage players to experiment. Based on this feedback, I refined its mechanics, visual design, sound, animation and game feel. I then designed encounters and environmental interactions that required players to combine its functions in different ways.


Throughout development, I tested the game with survival-horror players and collected feedback through observation and questionnaires. The results showed whether players understood the weapon, experienced tension and felt encouraged to explore its possibilities. Each playtest informed the next iteration, allowing me to evaluate the project against clearly defined success criteria instead of relying only on my own judgement.
Although the design question focused on a single weapon, completing the project required me to build a full playable experience around it. I created the environment, characters, animations, visual effects, user interface, lighting and sound implementation. I also developed the gameplay systems in Unreal Engine, including enemy AI, combat encounters, puzzles, destructible environments, interactive machinery, cinematics and level progression.
As a game artist, this project became a culmination of the different skills I developed throughout my studies. It challenged me to go beyond creating visual assets and take responsibility for game design, technical implementation, playtesting, iteration and presentation. By connecting all these disciplines around one clear design question, I was able to transform a weapon concept into a cohesive survival-horror game with its own world, atmosphere and identity.




Carlos Rus
Menu
Graduation project
A HKU Graduation project, Creative media and game technologies
REPLACE WITH TRAILER — 16:9
Selected case studies, project systems, and documentation remain accessible through the mobile project menu.