diluted
3/4 puzzle adventure-action game
Single player
Created with Unreal
Compatible for PC play and Xbox controllers
Dev team of 27 members
ROLE: lead programmer
Assisted team of seven programmers to create game logic, gameplay mechanics, UI, and AI behavior for enemies using Unreal's Blueprint system.
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Much of my time was spent live coding with programmers who needed help reviewing their Blueprints and also ensuring each programmer knew what the rest of the repository did. I was the go-to person if they had questions about code they didn’t own.
There were definitely moments where I was unsure of the best way to implement a functionality within Unreal. Luckily, my team of programmers were able to teach me everything from efficient in-game inventory creation to AI enemy patrolling. And in turn, I was able to share my own coding knowledge with them. It was a great learning experience for all of us and I am very grateful for all they shared with me.
It was a joy to manage them and bring this game to life with our skills!
ROLE: gameplay programmer
Programmed gameplay logic for potion spawning and potion behavior.
Potion spawning: Potions have a chance of being dropped by slain enemies. There is a 33% chance of a Beast Mode Potion or a Health Potion dropping.
Potion behavior by category:
Health Potion: Increase character's health by 40%.
Beast Mode Potion: Grants 50% hit resistance and doubles the player's attack power
Fire Flask Potion: Used to burn down and eliminate thicket bushes in the "thicket puzzles" that occur in two areas of the game
Double Click
The code execution and math behind the spawning of the potions was quite simple, but the usage of the potions did take more time since they affected other parts of the code (health, inventory, etc). This is where our programming team shined the most. They were all extremely collaborative and always did their best to ensure their part of the gaming functionality code fit into others with clear comments within Unreal’s Blueprints.
Though creating clean gameplay code was difficult in this project as a whole, our team was able to do so with ease due to our constant communication and respect for one another’s work.
Health Potion
Beast Mode Potion
Fire Flask Potion
ROLE: PROGRAM MANAGER
Led creation, management and upkeep of game documentation:
double click
Being in charge of a 27-member team of all different disciplines, backgrounds and personalities was indeed a challenge. But with gentle guidance, patience and hard work, we all created a wonderful game demo.
This project greatly bolstered my management skills. It also allowed me to help the team in different areas of the game that, as a programmer, I normally wouldn’t be able to touch:
Assisted the Art team:
I captured high res screenshots of the game for Steam using Unreal’s screenshot and camera tools
Created the teaser trailer for the Steam release of the demo
Collected and implented SFX
Assisted the Writing team:
Edited their in-game dialogues
Assisted the Design team:
Polished and helped support level design in several areas
Participated in playtesting multiple times