Gameplay Developer
- Designed the core gameplay loop, combat systems, atmosphere, and overall “feel” of the game to support the intended player experience.
- Created and implemented gameplay features using Unreal Engine Blueprints, focusing on enemy behavior, combat interactions, and progression systems.
- Developed enemy AI behaviors using Behavior Trees, allowing enemies to respond dynamically to player actions and environmental events.
- Implemented a gameplay tag quest interaction system and damage type system where enemy resistances and weapon effectiveness change based on discovered weapons and combat encounters.
- Built dormant enemy states where enemies remain inactive until triggered by player interaction, damage, or scripted events that call their awake function.
- Used AI Perception (AISense) to create enemy reactions to sound, sight, damage, and physical contact from the player.
- Designed specialized enemy behaviors, including enemies with the “scared of fire” tag that cower from the player’s lighter when equipped and within range.
- Created organ enemy behaviors, enemy spawners, and pickup systems tied to combat encounters.
- Implemented organ death sound effects to strengthen combat feedback and atmosphere.
- Developed an event-driven dialogue and quest system for progression and narrative delivery.
- Built a crafting system that allows players to combine inventory items into usable weapons.
- Created a Molotov throwable weapon with physics interactions, fire spread, damage-over-time effects, and Chaos fracture destruction systems.
Producer
- Managed version control through Diversion to keep programming, design, and art teams aligned across development.
- Assigned and tracked tasks to maintain steady progress and clear team accountability.
- Maintained organized documentation for the GDD, production workflows, and development backlog.
- Acted as the main point of communication between design and programming teams, resolving conflicts and ensuring smooth collaboration.Challenges & Solutions- With only a few weeks to develop the core gameplay loop due to the class structure, the project required several pivots as our gameplay pillars and goals became more clearly defined. Since I had been iterating on the concept prior to senior year, I helped guide these transitions by clearly communicating design changes to the team and reducing bottlenecks during task handoffs.
- Having only two programmers, while also balancing my role as producer, meant we had to be strategic with development time. We leveraged tutorials and pre-built systems where possible to speed up implementation, allowing us to focus our efforts on customization, polish, and the core gameplay experience.