Unreal Engine Work
NightWatch is a 5v5 competitive multiplayer shooter developed by the Dutch company DRIP Gaming. Inspired by hit games like Valorant and CS:GO, the game features multiple game modes, including rounds-based gameplay and capture the flag, while integrating blockchain technology for innovative player interactions.
As a Gameplay Programmer, I contributed to developing core systems for this ambitious multiplayer project using Unreal Engine. My responsibilities included:
Weapon System: Designed and implemented a dynamic weapon system, including mechanics for gunplay, attachments, and customization.
Economy System: Developed a buy-and-sell system for weapons, allowing players to strategize their loadouts for each round.
Game Modes: Built modular 5v5 game modes, including rounds-based matches and capture-the-flag mechanics, with smooth integration into the multiplayer framework.
Ability System: Utilized Unreal Engine’s Gameplay Ability System to create diverse abilities, such as nano grenades, a bow and arrow, throwing knives, and a dodging system, tailored to unique character roles.
Drone System: Designed a drone mechanic for tactical gameplay, enhancing player strategies and team dynamics.
Locomotion and Animation: Implemented first-person locomotion and aiming mechanics, ensuring responsive and fluid player controls.
Networking and Synchronization: Conducted extensive testing and optimization for networked gameplay, ensuring stable replication and smooth multiplayer experiences.
Performance Optimization: Profiled and optimized the game using Unreal Engine tools like Unreal Insights and the GPU Visualizer to maintain high performance across various hardware configurations.
Testing Framework: Developed automated and manual testing workflows to identify and resolve bugs quickly, ensuring a polished and reliable gameplay experience.
Collaboration: Worked closely with designers, artists, and other developers in a multidisciplinary team to align gameplay systems with the creative vision of the project.
This project was a significant milestone in my career, showcasing my ability to build complex multiplayer systems, optimize performance, and contribute to high-quality, competitive gameplay experiences. NightWatch successfully demonstrated the potential for merging blockchain technology with traditional competitive gaming while maintaining a polished and engaging player experience.
Dark Aviary is a survival horror game inspired by The Last of Us, Dead Space, and Metro. Set in a modern world ravaged by a viral outbreak, players follow a father’s harrowing journey to find his lost family. The virus, inspired by real-life avian characteristics, transforms humans into bird-like creatures with wings and beaks, creating a terrifying and relentless enemy that attacks on sight.
In this project, I serve as a Gameplay Programmer, collaborating with a large multidisciplinary team. My responsibilities include designing and implementing key gameplay systems and mechanics in both C++ and Blueprints:
Inventory and Item Systems: Built robust systems for item pickups, modular weapon customization, and attachment management. Introduced a Status Effect System, allowing items to apply buffs and debuffs to the player. For example, armor provides a defensive buff, while debuffs like slower movement are applied dynamically.
Modular Gas Mask System: Developed a reusable gas mask component with independent functionality, seamlessly attachable to the player. This system integrates environmental effects and player survivability mechanics.
Weapon Systems: Created modular weapon and attachment systems that support dynamic customization. Added a Weapon Durability Component, which introduces visual degradation and eventual weapon breakage based on usage.
Gameplay Logic: Programmed climbing mechanics, state machines, and essential locomotion systems using Animation Blueprints.
Technical Animation: Integrated technical animations to ensure fluid character interactions and transitions between gameplay states.
Collaboration: Actively contributed to team meetings, working closely with designers, animators, and other developers to align systems with the game’s vision.
My focus is on creating polished, immersive gameplay experiences by leveraging Unreal Engine to deliver seamless mechanics that enhance the tense, survival-focused atmosphere of the game.
This is a cooperative multiplayer game for five players, each selecting a unique class with distinct abilities such as Medic, Captain, Engineer, and more. The game is set in a demon-infested world where sunlight has vanished, and humanity's survival hinges on electricity, which keeps the demons at bay. Players travel between settlements using a train, delivering essential supplies, completing missions, and ensuring the train’s survival against constant threats.
The story revolves around a team managing resources and electricity to reach their destination while combating demons and fixing rail lines. Missions include gathering supplies, defending the train, and restoring damaged routes, all while working as a team to survive the journey.
As the developer, I am focused on creating a polished, playable prototype in Unreal Engine 5, collaborating with a small group of friends. Key systems I’ve developed include:
Modular Animation System: Designed for multiplayer synchronization, ensuring smooth interactions and consistent visuals for all players.
Weapon and Shooting System: Implemented dynamic gunplay mechanics tailored for cooperative combat.
Train System: Built systems for driving, managing resources, and maintaining the train’s functionality.
Class System: Programmed unique class abilities and gameplay mechanics for each role to promote strategic teamwork.
Enemy AI: Developed intelligent AI for demons that dynamically respond to player actions, creating intense encounters.
Multiplayer Features: Ensured synchronization across all systems, leveraging Unreal Engine’s multiplayer framework for seamless co-op play.
This project reflects my passion for creating innovative multiplayer experiences, blending teamwork, survival, and strategy in a unique setting. Development is ongoing as I aim to deliver a fully functional prototype that showcases the game’s potential.
Wood is a VR oculus Survival game that was developed on Unreal Engine 4. You play as David, who is trying to beat the odds and find a way to get back to his family.
Equipped with only an axe, guitar and fishing rod, you will need to chop wood for a fire to stay warm. You need to rest and eat but you need to keep an eye on your stamina, it’s hard work to gather the resources and make you see if you can survive in the tough environment of the deep forest in Colorado, USA after “the awakening”.
Woods is a VR survival game developed from the ground up during my time as a Lead Gameplay Programmer with a team of students at Forsbergs Skola. Designed for the Oculus Quest platform, the game immerses players in a wilderness environment where survival depends on managing resources and overcoming environmental challenges.
As the Lead Gameplay Programmer, I was responsible for designing and implementing core gameplay mechanics, as well as ensuring optimization for smooth performance on the Android-based Oculus platform. Key contributions include:
VR Movement and Interaction: Developed intuitive VR locomotion systems, including smooth and teleport-based movement, along with precise grabbing mechanics for interacting with objects in the environment.
Core Survival Systems: Programmed gameplay mechanics such as hunger, thirst, stamina, and body temperature, using Unreal Engine’s Gameplay Ability System for modular and scalable implementation.
Players needed to chop wood for fires, cook fish for sustenance, and stay warm in cold environments, balancing resources to survive.
Introduced dynamic environmental effects such as cold weather impacting stamina, requiring players to manage heating and clothing.
Interactive Gameplay: Created unique VR interactions, including wood chopping, cooking mechanics, and even playing a guitar, enhancing immersion and player engagement.
Optimization: Optimized the game for Oculus Quest, focusing on reducing draw calls, optimizing shaders, and ensuring stable performance on limited hardware using Unreal Insights and other profiling tools.
Platform-Specific Development: Researched and integrated SDKs required for Oculus development, ensuring compliance with platform requirements for Android-based VR systems.
Collaborative Development: Worked closely with designers, artists, and sound engineers to align gameplay systems with the creative vision of the project.
Testing and Iteration: Conducted extensive playtesting and debugging to refine mechanics and ensure a smooth and immersive player experience.
Woods was an ambitious project that showcased my ability to research, design, and implement innovative gameplay systems for VR, while ensuring performance and player immersion on a resource-constrained platform. The experience honed my skills in creating scalable mechanics, optimizing for VR hardware, and collaborating effectively within a multidisciplinary team.
On Display Is a RPG game where you play as a human who has been abducted by aliens from planet Earth in the 60's period. You are set in a five floating islands, and your goal is to escape this zoo/museum . But that's also what the aliens want you to do, cause thats their fun show Fools Escape!
This project had the whole classes of Game20 on Forsbers Skola working on it Using Unreal Engine 5! We were separated to multiple teams working on different parts of the game for 7 weeks. My Team took care of Locomotion and animations aswell as all gameplay basics and character basics. We have worked with GAS (game ability system) Setting up all essential needs for the character Health, Stamina, Mana. Also Abilities, Damage, Death, and a Level up system and stats.
I have also worked closely with a animator setting up animations and creating blend spaces, different states machines and fixing bugs. AGR Pro Plugin was also implemented.
I have also gained experience of using Jira. Working closely and communicating with designers of what to do and what not to and working together with different teams to make sure everything is smooth and is implemented correctly.
That includes working with GitHub and creating different branches for every epic/task.
Other Unreal engine works
I created a inventory system similar to games like Escape From Tarkov all using Blueprints, where every cube takes space and you can rotate the item and easily change the size of newly added items through blueprint to whatever value you want (3x4).
Using only blueprints, I made a simple dialog system with options that have different answers and outcome.
Worked on implanting animations and creating montages using blueprints. I created two type of animation group, one for when the player is holding a weapon, and one casual walk. Also directional look to follow the mouse cursor aswell as when aiming a gun. The player can look up and down as all directions.
A simple health bar that highlights in red for a sec when you lose HP
Animation Blueprint
Click O Mancer
2020
1 Week
Click O Mancer was a school project that we worked on as a team on Unity. The goal was to crate a game with gacha mechanics that will reward the player for spending time in the game. In Click O Mancer you click to collect souls and build a zombie army and unlock new skills. I Was engaged in pair programming and creating the skills and other mechanics.
Game Trailer
2020
1 Week
Heavy Metal is a top down ARPG game that was a team project on Unity. There are multiple levels that you have to fight your way through and survive to make it to the final boss fight using your skills. I helped with pair programming with C#, aswell as creating the teleport system and UI of the teleporting gate and loading screen.
Game Trailer
Space Assualt is a simple game where you play as a space fighter that flies around and fights the invaders. The flying is scripted and the player cannot control it, but you are able to move in all direction to dodge objects and enemy space ship aswell as fire. This solo project was made in Unity using C# code in my free time.