Lead Game Designer, Programmer.
Visual scripted Animation, custom enemy classes (C++) to be inherited and edited from and designed the levels.
Worked with hit detection, traces, particle systems, Niagara emitters and dealt with complex in-game bugs.
Hired game testers and made game better by iterative testing and bug fixing.
Worked with dynamic widget scripting to create a functional menu system.
Made a bezier-curve implementation to create an axe throw and return inspired by God Of War.
Implemented a circular curve to try and mimic the Glaive storm attack.
Implemented potion system for heavy attacks.
Lead the development of a survival horror game in unreal engine with overlap triggers and Post Process experimentations.
Inspired by buckshot roulette, created a custom system with dynamic probability calculations with C++ and Unreal's blueprint capabilities.
Developed dash, updraft and air throw abilities with unreal engine's scripting system.
Created an enemy system.
Worked with a team to make it better through iterative testing and bug fixing.
Lead Development of a Dark Fantasy, action-adventure game.
Worked with a team of designers to achieve this success.
Wrote the story, designed one of the Musics and programmed the game with C++ in Unreal Engine.
Went through all stages of development, including bug fixing, testing and generating ideas with a fully functional team.
Designed User Interface and player experience with dynamic abilities and riddles achieved through programming and scripting.
Made a functioning payment system with Python PayPal-sdk, flask, Unreal Engine's C++ and blueprint system.
Made dynamic boss fights with very exceptional riddles.
Managed the team and project to work at its fullest.
Worked on a counter system with Unreal Engine's Blueprint Capabilities.
Designed a custom enemy with Blend trees.
Designed high quality system to make the interaction while playing counter animation much better and also to integrate the ragdoll after interaction is completed.
Used unreal engine's blueprint capabilities to create a fully functional hit direction system by testing iteratively to search for the best angles to choose the animation montage to be played at a particular hit event.
Developed a fully functional ability system with C++.
Implemented VFX variables to make the dash and teleport more appealing and realistic.
Implemented Sound, speed and cooldown variables to make the system more customizable.
Developed a fully customizable Enemy System with Unreal engine C++.
Implemented cool down times, hit montage, attack montage, heavy damage amount, heavy damage montage and couple of other customizable variables to create a dynamic enemy system.
Achieved random montage selection capability with cumulative probability system with C++.Â