Timefixers
A fast-paced, roguelike action game developed on Unreal Engine 5.3.2
TimeFixers is a thrilling roguelike action game developed with Unreal Engine 5. Players navigate challenging levels, defeat waves of enemies, and collect charges to power up abilities. Key features include:
EQS for Smart Spawning: Intelligent enemy and stash crate placements.
Dynamic Enemy Waves: Increasing difficulty with each charge-up.
XP and Leveling: Gain XP and unlock new or enhanced abilities.
Unlockable Content: New maps and characters.
Objective Arrow: Guides players to the time portal after collecting time keys.
30-Minute Time Limit: Adds urgency to complete each level.
Common UI Framework: Polished and intuitive user interface.
There are 20 characters to choose from and unlock in-game.
Abilities are gained by collecting enemies’ ‘charge’ and levelling up the player.
Timefixers steam store trailer
Key Technical Features:
Stylised Visuals: Utilised advanced rendering techniques to create vibrant, stylised environments, enhancing the game's unique aesthetic.
Animation and Rigging: Employed Control Rig and Animation Blueprints for fluid character animations, ensuring realistic and expressive movements.
Combat System: Developed responsive combat mechanics with hit detection using precise hit boxes, various attack combos, and defensive maneuvers.
AI Development: Designed intelligent enemy behaviours using Behaviour Trees and Environmental Query System (EQS) for dynamic and adaptive AI.
Physics-Based Interactions: Integrated Chaos Physics System for realistic interactions, including destructible environments and dynamic object interactions.
Cinematic Storytelling: Utilised Unreal Engine’s Sequencer for in-game cinematics, enhancing narrative delivery with dynamic camera work and voice acting.
Puzzle Mechanics: Created intricate puzzles requiring time manipulation and logical thinking, seamlessly integrated into the environment.
User Interface: Implemented Common UI Framework for intuitive gamepad support and a clean, responsive user interface.
Sound Design: Integrated immersive audio effects and dynamic soundscapes to enhance player immersion and atmosphere.
Optimisation and Performance: Conducted extensive profiling and optimisation to ensure smooth performance across various hardware configurations.
Free moving 360-degree camera.
Players can level up abilities as they play and enemies’ HP and damage dealt scale up as the player levels up.
This video showcases in-development gameplay of TimeFixers, starting from the main menu, navigating through character selection, and diving into gameplay.
frame arenas
A fast-paced, third-person online multiplayer shooting game developed on Unreal Engine 5.0.3.
Dive into the fast-paced action of Frame Arenas, a competitive multiplayer game designed to deliver a seamless and exhilarating online experience. Developed using Unreal Engine 5, this project showcases my expertise in creating robust multiplayer systems and implementing advanced game mechanics.
Frame Arenas pits players against each other in dynamic arenas, where skill and strategy determine the victor. Players can choose from a variety of characters, each with unique abilities and weapons, to compete in intense, fast-paced matches.
Skeletal mesh of one of the characters you can choose to play as
The lobby waiting area where it is set to remain until there are enough players to start the match.
gameplay footage showing online gameplay between 2 players using steam.
Key Technical Features:
Networking and Multiplayer Systems: Developed a solid client-server architecture to ensure reliable and low-latency online gameplay. Utilised network replication to synchronize game state across all clients, maintaining consistency and fairness during matches. Implemented techniques such as network prediction and lag compensation to provide a smooth and responsive experience for all players, regardless of their connection quality.
Matchmaking and Lobby Systems: Integrated Epic Online Services (EOS) to handle matchmaking, player lobbies, and leaderboards. Created a robust matchmaking algorithm to pair players of similar skill levels, ensuring balanced and competitive matches.
Character and Combat System: Utilised Unreal Engine's animation tools, including Animation Blueprints and Montages, to create fluid and responsive character animations. Implemented hit detection using precise hit boxes on weapons, ensuring accurate and fair combat interactions. Developed a variety of attack combos, special abilities, and defensive maneuvers to add depth and variety to the combat system.
AI Bots: Designed intelligent AI bots using Behavior Trees and Blackboard systems to fill in matches and provide a challenging experience for players. These AI bots can dynamically adapt to player strategies, making each match unique and engaging.
Environment and Level Design: Created diverse and interactive arenas using Unreal Engine's level design tools. Utilised the Chaos Physics System for destructible environments, adding an extra layer of strategy as players can alter the battlefield during combat.
Graphics and Performance: Leveraged Unreal Engine 5's advanced rendering capabilities, including Lumen for dynamic global illumination and Nanite for high-quality, scalable assets. Conducted extensive performance profiling and optimization to ensure the game runs smoothly across various hardware configurations.
User Interface and HUD: Developed a clean and intuitive user interface using Unreal Engine's UMG (Unreal Motion Graphics) system. The HUD displays essential information such as health, ammo, and match status, providing players with real-time feedback during gameplay.
Sound Design: Implemented immersive audio effects and dynamic soundscapes using Unreal Engine's audio engine. Integrated spatial audio to enhance the player's sense of presence and situational awareness in the arena.
Testing and QA: Conducted rigorous testing to identify and resolve bugs, ensuring a polished and stable release.
Free-For-All Mode - last one standing wins. HUD shows K/D, time and armour will appear under health when picked up.
Main Menu.
This video shows the implementation of server-side rewind using real-time debugging. Observe the precision of debug squares as they track player positions and interactions, ensuring accurate and lag-free synchronisation across the network.
frame
A third-person shooter game created using Unreal Engine 5.0.3.
FRAME is a 3rd-person shooter game I created using Unreal Engine 5. Using a combination of C++ and Blueprints I wanted to develop a game that will demonstrate gameplay mechanics, animations and AI. My aim of the project was to write efficient, clean C++ code and to develop a smooth, challenging and engaging gameplay experience for players.
Below are videos taken during development showing Enemy AI, Dynamic Footsteps, Aiming, Movement, Shooting and the Inventory Bar System.
Inspired by some of my favourites from Gears of War, Uncharted, Fortnite, Final Fantasy among many others!
AI Behaviour Tree - shows the actions the enemy NPCs take depending on certain conditions met.
Over the shoulder aim. FOV zooms in when aiming.
A line trace is carried out to accurately detect and highlight weapons available for pickup. Upon interaction, the weapon is added to the player's inventory system, showcasing efficient item handling and inventory management.
Gameplay footage
Key Technical Features:
Gameplay Mechanics:
Movement System: Implemented a comprehensive movement system using the Character Movement Component and custom C++ code for responsive and fluid player movement.
Aiming and Shooting: Developed precise aiming and shooting mechanics using line tracing for accurate hit detection and responsive combat interactions.
Recoil and Spread: Added dynamic recoil and bullet spread mechanics to enhance realism and challenge in shooting.
Animation System:
Animation Blueprints: Utilised Animation Blueprints and Montages to create seamless character animations for running, jumping, shooting, and reloading.
Inverse Kinematics (IK): Integrated IK for realistic foot placement and weapon handling, ensuring animations are both visually appealing and functionally accurate.
Dynamic Footsteps: Implemented a system to dynamically change footstep sounds based on the surface type, using Unreal Engine's Physical Material system.
AI Development:
Behaviour Trees and Blackboards: Designed sophisticated enemy AI using Behaviour Trees and Blackboard assets to manage complex behaviours and state transitions.
Perception System: Utilised Unreal Engine's built-in AI Perception System to give enemies the ability to detect the player through sight and hearing, allowing for more realistic and challenging encounters.
Custom State Machines: Created custom state machines for enemy AI to handle various states such as patrolling, chasing, attacking, and retreating, ensuring dynamic and engaging gameplay.
Inventory System:
Custom Inventory System: Developed an intuitive inventory management system inspired by Fortnite, using UMG and C++. Players can easily manage and switch between weapons and items with real-time updates to the inventory UI.
Item Pickup and Use: Implemented mechanics for item pickups and usage, ensuring smooth interactions and immediate feedback.
User Interface:
HUD Design: Created a clean and responsive HUD using UMG, displaying essential gameplay information such as health, ammo, and inventory status.
Interactive Elements: Added interactive UI elements for menu navigation, settings adjustments, and in-game notifications.
Sound Design:
Dynamic Audio: Integrated dynamic sound effects using Unreal Engine's Audio Engine, providing immersive audio feedback for actions like shooting, reloading, and footsteps.
Spatial Audio: Utilised spatial audio techniques to enhance the player's sense of environment and directionality of sounds.
Graphics and Performance:
Nanite Virtualised Geometry: Utilised Nanite for high-quality, detailed textures and models, ensuring the game runs efficiently while maintaining visual fidelity.
Lumen Global Illumination: Leveraged Lumen for real-time dynamic global illumination, creating realistic lighting and shadows that enhance the game's atmosphere.
Optimisation: Conducted extensive profiling and optimisation using Unreal Engine's built-in tools to ensure smooth performance across various hardware configurations.
Debug spheres show the ‘aggro’ sphere; if the player is within this, the enemy chases. The inner sphere is the attack area.
Demo map.
zone
First-person combat shooter where the aim is the destroy as many drones in a set time period. Developed using Unreal Engine 5.1.
In this first-person shooter game set in a sci-fi cyberpunk universe, players will find themselves in a world controlled by advanced AI.
The game utilizes Unreal Engine 5 to create a visually stunning and immersive environment, with detailed cityscapes and high-tech gadgetry.
Players will have the ability to use a wide range of weapons and abilities as they navigate through the world, taking on various missions and battling against enemy forces.
The game utilizes a combination of Blueprints and C++ to bring the gameplay mechanics to life, offering players a smooth and engaging experience. The game will offer players a chance to dive into a world of high-tech action and adventure as they take on the role of a cyberpunk rebel fighting against the all-powerful AI overlords.
Journey from main menu to gameplay
test gameplay showing ADS and weapon switching
zone - lock ‘n load gameplay
Key Technical Features:
Visual and Environmental Design:
Nanite Virtualised Geometry: Utilised Nanite for high-quality, detailed textures and models, ensuring efficient rendering of complex cityscapes and high-tech environments.
Lumen Global Illumination: Leveraged Lumen for real-time dynamic global illumination and reflections, creating realistic lighting and shadow effects that enhance the cyberpunk aesthetic.
High-Fidelity Assets: Integrated assets from Quixel Megascans to add photorealistic details to the environment, enhancing immersion.
Gameplay Mechanics:
Movement and Navigation: Developed a comprehensive movement system using the Character Movement Component and custom C++ code for fluid and responsive player movement, including advanced mechanics like wall-running and slide.
Weapon Systems: Implemented a variety of weapons using Blueprints and C++, incorporating mechanics such as recoil, spread, and hit detection via line tracing for accurate and responsive combat.
Abilities and Gadgets: Created a range of high-tech abilities and gadgets, including hacking tools and cybernetic enhancements, using Blueprint scripting and C++ for complex functionality.
AI Development:
AI Behaviour Trees and Blackboards: Designed sophisticated enemy AI using Behaviour Trees and Blackboards to manage complex behaviours and decision-making processes.
Custom State Machines: Implemented custom state machines to handle various AI states such as patrolling, engaging, retreating, and searching, ensuring dynamic and challenging encounters.
AI Perception System: Utilised Unreal Engine's AI Perception System to enable enemies to detect and react to the player through visual and auditory cues, creating more realistic and challenging AI behaviour.
Animation System:
Animation Blueprints and Montages: Used Animation Blueprints and Montages to create seamless first-person animations for running, jumping, shooting, and reloading.
Inverse Kinematics (IK): Integrated IK for realistic weapon handling and character movement, ensuring animations are both visually appealing and functionally accurate.
Root Motion: Employed root motion to ensure smooth and realistic movement animations, synchronised with player actions.
User Interface:
HUD and UI Design: Developed a futuristic HUD using UMG, displaying essential gameplay information such as health, ammo, and mission objectives.
Interactive Elements: Added interactive UI elements for menu navigation, settings adjustments, and in-game notifications, enhancing user experience.
Sound Design:
Dynamic Audio: Integrated dynamic sound effects using Unreal Engine's Audio Engine, providing immersive audio feedback for actions such as shooting, reloading, and environmental interactions.
Spatial Audio: Utilised spatial audio techniques to enhance the player's sense of environment and directionality of sounds, contributing to the overall immersion.
Networking:
Multiplayer Capabilities: Implemented basic multiplayer functionality to allow for future expansions into cooperative and competitive gameplay modes, utilising Unreal Engine’s replication system for synchronising player actions and game state.
Optimisation and Performance:
Profiling and Optimisation: Conducted extensive profiling using Unreal Engine’s built-in tools to identify and resolve performance bottlenecks, ensuring smooth gameplay across various hardware configurations.
Level of Detail (LOD): Applied LOD techniques to manage rendering performance, ensuring high frame rates while maintaining visual fidelity.
Dynamic main menu screen with animated background
In-Game screenshot of gameplay showcasing the HUD, weapon view and map.
valoria - wip
A third-person hack and slash adventure game developed using Unreal Engine 5.3.
Embark on a journey through the fantastical world of the Six Realms in our open-world RPG, developed using Unreal Engine 5. Leveraging C++, Blueprints, and tools like Blender and Quixel Bridge, my goal is to create an immersive and vibrant world.
You play as a former warrior turned villager, drawn back into conflict when an ancient orb, protected by your village, is stolen. As you traverse the different realms, uncover the truth about a warlord's quest to dominate all Six Realms using the power of the six magical orbs.
The game features challenging combat against fierce beasts and mythical creatures, diverse landscapes to explore, and intricate puzzles to solve. Unreal Engine 5 powers this epic adventure, showcasing cutting-edge graphics and limitless possibilities. This project demonstrates expertise in game development, from narrative design to technical execution.
Key Technical Features:
Animation and Rigging: Utilised Unreal Engine 5's sophisticated animation tools, including Control Rig and Animation Blueprints, to create fluid and dynamic character animations. The rigging system allowed for complex skeletal animations and realistic movements.
Combat System: Developed a challenging combat system featuring hit detection using precise hit boxes on weapons, ensuring accurate and responsive interactions. Implemented a variety of attack combos and defensive maneuvers to provide a rich combat experience.
AI Development: Designed intelligent enemy behaviors using AI Behavior Trees and Blackboard systems. These AI systems enable enemies to adapt to player actions, execute complex strategies, and provide a dynamic challenge.
Environmental Interaction: Integrated physics-based interactions and destructible environments using Unreal Engine’s Chaos Physics System. This adds a layer of realism and immersion as players interact with the world around them.
Graphics and Visuals: Achieved stunning visuals by incorporating assets from Quixel Bridge and using advanced rendering techniques in Unreal Engine 5. Utilized Lumen for dynamic global illumination and Nanite for high-quality, performance-efficient models.
Exploration and World Design: Created diverse landscapes and intricate puzzles that encourage exploration. The expansive open-world design leverages Unreal Engine’s world partitioning to seamlessly stream large environments.
Sound Design: Implemented immersive soundscapes and dynamic audio cues using Unreal Engine's audio engine, enhancing the overall player experience.
Optimisation: Conducted extensive profiling and optimisation to ensure smooth performance across different hardware configurations. Utilised Unreal Engine’s profiling tools to identify and resolve performance bottlenecks.
tankz
A combat arena game featuring tanks, ai turrets. devoloped using unreal engine 5.2.
Tankz is a fast-paced cartoon-style tank battle game that utilizes advanced AI programming in C++ to create intelligent enemies that challenge players in exciting and dynamic battles.
The game uses area spheres to generate overlap events and collisions, adding an extra layer of realism and immersion to the gameplay. Players can fire a variety of weapons on their own tank and strategically must destroy ALL enemy turrets to claim victory.
With its exciting gameplay and cutting-edge technology, Tankz is the ultimate tank battle experience.
unannounced first-person shooter project
fps game using rebellion’s proprietary engine
At Rebellion, I contributed to an unannounced FPS game, with a primary focus on AI development, weapon systems, and networking work. Although the game remains under wraps with no set release date, my role allowed me to engage in several key aspects of game development, honing my skills in a professional studio environment.
AI Development: My responsibilities included creating intelligent enemy behaviors that adapt dynamically to player actions. I developed complex AI systems using Behaviour Trees and state machines, enabling enemies to make strategic decisions, such as taking cover, flanking players, and coordinating attacks. This involved extensive work with Unreal Engine’s AI tools and custom scripting to ensure a challenging and engaging player experience.
Weapon Systems: I designed and implemented diverse and responsive weapon mechanics, ensuring each weapon felt unique and satisfying to use. This included developing systems for recoil, accuracy, projectile physics, and hit detection. I worked closely with the animation team to synchronize weapon animations with gameplay, ensuring a fluid and immersive experience. Additionally, I created customizable weapon modules, allowing players to modify and upgrade their arsenal, adding depth to the gameplay.
Networking Work: A significant portion of my role involved optimizing multiplayer systems to ensure seamless online gameplay. I implemented client-server architecture, focusing on latency compensation, network replication, and efficient data synchronization. This work was crucial for maintaining a smooth and responsive multiplayer experience, even in high-latency environments. I utilized Epic Online Services (EOS) to integrate matchmaking, player statistics, and leaderboards, enhancing the game's social and competitive aspects.
Key Contributions:
AI Pathfinding and Navigation: Implemented advanced pathfinding algorithms and navigation meshes to ensure AI characters could traverse complex environments effectively.
Multithreading: Applied multithreading techniques to improve the performance of AI and networking systems, ensuring the game ran smoothly on both single-player and multiplayer modes.
Debugging and Optimization: Conducted extensive profiling and debugging to identify performance bottlenecks and optimize code for both CPU and memory efficiency. This included using Unreal Engine's profiling tools and custom debugging scripts.
Cross-Functional Collaboration: Worked closely with designers, artists, and other engineers to ensure all gameplay elements were seamlessly integrated. This collaboration was essential for aligning AI behaviors and weapon mechanics with the overall game design and player expectations.