About me
Luka Rollings – Technical Game Designer based in Sheffield
I’ve been creating games for 6 years on both solo and team projects, developing a variety of technical skills such as game design, programming, narrative design, level design, UI/UX design, 2D & 3D game art, admin system design, and web design.
Sapia
Project Lead for Small Team · Game Design · Narrative · Level Design · UI/UX Design · Programming
Unity · Git · Wwise · Ink · Nova · Probuilder · Sheets Data Pipeline · Miro · Asset packs for 3D characters & environments, 2D icons · Commissioned assets for audio, 3D characters, 2D art
Sapia is a turn-based Fantasy RPG with PS1-style graphics, inspired by Baldur’s Gate, Slay the Spire, and Dark Souls. The design is based on my original tabletop RPG mechanics allowing for a variety of character customisation and impactful choices that affect your moment-to-moment decision making in game.
Prototyping
Current
We’re using a pixelating post processing shader to help blend the style of various low-poly asset packs and achieve the retro aesthetic, which works well with the deckbuilder-influenced visuals of the combat system to give Sapia a unique game feel.
Ability Cards






Necro Phillip
Small Team · 10 Day Game Jam Winner · Game Design · Environment Design · UI/UX Design · Programming
Unity · SpacetimeDB · Git · Nova · Sheets Data Pipeline · Procedural Generation · Asset packs for 2d character and environment sprites
Necro Phillip is an winning pixel art action arcade game inspired by Vampire Survivors and Pikmin. In the game, you command your hoard of zombies, skeletons, and liches towards the attacking knights and villagers so you can use your powers of necromancy to add their corpses to your legion of undead. Collect wand upgrades and health potions to improve your score, and compare it to the best players on the multiplayer leaderboards.
Necro Phillip won the award for Best Mulitplayer Game out of 460 entries in the Pixel Game Jam 2025 (along with $100 prize from sponsor SpacetimeDB). Play on itch.io.
Rime of the Frostmaiden
Dungeon Master for 5 Players · Game Design · Narrative · Worldbuilding
Obsidian · Foundry · Notion
Rime of the Frostmaiden was the D&D 5E campaign I ran for my group over 2 and a half years, 48 sessions, and 250,000 words. I used the Icewind Dale Campaign Guide as a narrative foundation and adapted it to my original campaign setting, building a vast web of narrative links between the various characters, factions, and stories.
One player described his experience during the campaign, ‘I’m often slackjawed at the complexity and unique flavour in this campaign so far. The world feels alive and aware, with layers upon layers to delve into for those that are desperate for answers. Our characters get to be powerful, but gameplay wise we are constantly on our toes, and have been rightly punished for slacking! I’ll sit on my commute home often mulling over plot points, so I can safely say I’m engaged!’





Sunset Rock
Solo · Environment Design · Kitbashing · Shader Design
Unreal Engine · Pureref · Quixel Bridge
The final project for my Animation & VFX module in my 2nd year of uni, focussed on learning the basics of Unreal Engine. I modelled the initial landscape from visual reference before kitbashing with nanite models and adding life through the Unreal foliage, water, and atmospherics systems.
Final Renders
WIP Screenshots
Portal Recreation
Solo · Programming · Game Design · Level Design
Unity · Probuilder · Assets for 3D props and audio scraped from Portal & Portal 2 · Portal system modified from Git repo
A fan-remake of the Portal mechanics with original levels made for a design test in 2 weeks.
WIP Screenshots
I modified a preexisting portal system made by Daniel Ilett to work with a first person movement controller and implemented moving platforms, carrying objects, button interactions, launch pads, doors, portal-clearing fields, acid pools, and turrets. These puzzle mechanics gave me plenty of tools to work with to create interesting level concepts.
Develop:Brighton
Lead Conference Associate (Starting 2025) · Management · Communication · Admin Systems
I joined as Lead Volunteer for Develop with their return to Liverpool for Develop:North (300 attendees) in November 2024, and continued with Develop:Brighton (5000 attendees!) in July 2025, managing a team of 40 volunteers across 4 days. To improve upon previous management systems, I designed a new scheduling system in Google Sheets and integrated Apps Script functions to evenly distribute work across each volunteer and ease transition periods, which was very positively recieved.
Feedback from volunteers: ‘This year went flawlessly compared to previous years.’
Feedback from organisers: ‘This was the best volunteer team we’ve ever had.’

















































