Core Engineering & Game Logic
Engine Migration: Managed the technical upgrade and refactoring of the project from Unreal Engine 4 to Unreal Engine 5, ensuring compatibility and leveraging new engine features.
Combat Mechanics: Programmed responsive weapon physics (recoil patterns, spread, projectile logic), dynamic damage calculations, and ragdoll physics for enemy eliminations Prototype roguelike FPS with RPG elements.mp4].
AI Implementation: Developed enemy AI behavior (Skeletons) using NavMesh for pathfinding, player tracking, and melee combat interactions.
RPG Systems & UI/UX
Character Progression: Designed and implemented a scalable stats system allowing players to upgrade Health, Stamina, Jump Height, and Damage, which directly impacted gameplay physics.
Complete UI Stack: Created the entire user interface from scratch, including the HUD, Inventory, and a fully functional Video Settings Menu for real-time control of graphical parameters (Resolution, Shadows, Post-Processing).
Level Design & Environment
World Building: Designed the game level (desert biome), including layout, obstacle placement, and environmental storytelling elements (loot chests, portals).
Atmosphere: Configured dynamic weather systems, lighting, and particle effects (explosions, dust, smoke) to enhance visual immersion.
Asset Pipeline: Utilized a hybrid workflow—hand-crafted specific models and textures for unique gameplay elements while integrating and optimizing ready-made assets for general environment dressing.
Game Design & Animation
Concept & Balance: Responsible for the overall game concept, balancing difficulty, economy (stat points), and movement mechanics.
Animation Logic: Integrated and tweaked animation blueprints for weapons and characters to ensure smooth transitions between states (idle, run, shoot, reload).