What I'm currently doing:
As a freelance contributor to the project, I assist my clients in realizing their game vision.
My responsibilities include developing gameplay systems, 3C (camera, character, and controller), AI, and tools to support the team in game development.
The project is being developed using Unreal Engine 5.

Game programming:
Developing an exploration gameplay system within the Unreal framework involves implementing custom triggers to initiate dialogues. These triggers utilize Data assets with multiple options, enabling actions such as changing the camera perspective, disabling input, and more.
To achieve diverse camera behaviors, we employ a combination of the Command and the Strategy design patterns. This approach allows us to create dynamic camera movements and angles tailored to the specific needs of the game.
Animation Programming:
The gameplay features dynamic animation driven by root motion wherever applicable, enhancing the realism and fluidity of character movements. I am responsible for developing animation state machines for both Player characters and non-player characters. Additionally, I utilized control rigging to implement basic Inverse Kinematics (IK) solutions, such as directing the character's arm towards an enemy target.
The combat system is a turn-based combat. For the AI we are using the behaviour tree, enabling intelligent decision-making for NPC actions. The behaviour tree is capable of planning a series of actions to execute on its turn, adding strategic depth to the gameplay. To execute these actions, we implemented the command pattern, allowing for precise and flexible handling of various actions within the game.
Skill in this project:
Unreal Engine 5, C++, Blueprint, Git, perforce, Notion, Miro, Design Pattern, OOP, Data Driven, Behaviour tree, AI, 
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