An upcoming horror story-driven single-player project under the banner of Bobble Head Studios. As one of the founders of the firm, I was responsible for engineering the game in Unreal Engine 5.3 using C++.
Video coming soon!
Responsibilities:
Solely led the programming of an unreleased project, alongside 2 designers; responsible for building the user interface,
enemy AI, interaction system, UI event system, dynamic cinematics architecture, and player movement.
Coded an event system to spawn temporary actors that trigger UI prompts, sound effects, volume changes, and damage
events; removing redundancy, and streamlined the process to construct gameplay events.
Exposed interactable actors’ events to blueprints that fire upon and after interaction with the actor, enabling
designer-friendly tools that allowed rapid iteration without code-level changes, reducing iteration time by 50%.
Designed a blackboard tree for a non-playable character (NPC); integrated idle and attack animations, player
searching, and hitbox detection, creating an NPC that chases and attacks the player.
Built the UI and the functionality for the main and in-game menus along with video, audio, and control settings.
Implemented a save system for menu settings that would save data in real-time when a setting would change.