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​ This Project is built on top of Stephen Ulibarri's course. It is Free to Play on Steam. Although it is on Steam, it is not a project aimed at making money. It is built and published for my educational purposes.
 

Details:

• Project is a fast paced PvP TPS, players can host and join sessions with other players.

• Bullets are a mixture of Projectile and Trace based, optimized for long living bullet actors with travel time, gravity, and high velocity.
• Using both Client Side Prediction and Server Side Rewind methods for lag compensation. This system offers fair and responsive gameplay for players, as well as, protecting other players from cheating exploits.

Details:

• Evenly spreading homing missiles inspired by Anthem's flare missiles.

Technical Details:
• Combo system with delayed combo options (5 in total)

• Dynamic Camera and Target Locking System

• Soft Targeting System

• Enemy execution with front and back directions

• Directional dodges, attacks, and hit reactions

• 4 skills (Whirlwind, Blade Geyser, Death Grip, Energy Slash)
• Blocking and parrying
• Enemy with patrolling and attacking functionality

• Multiple damage types for the enemy to give different reactions (launch or SetLocation, etc)

• Data table for attacking properties

• Motion warping for the enemy attacks and executions

Details:
• Physics based vacuum gun and vacuumable objects with last in first out logic.

Details:
• This project is an RPG prototype and includes features such as attributes and character classes, which we are used to seeing in RPG titles.
• It uses the Gameplay Ability System (GAS) and some modular programming methods from Lyra.
• All the gameplay is replicated for multiplayer.

Details:
• Multiple ammo and weapon types

• Enemy AI using Blackboard to patrol and fight

• Inventory system for multiple weapons and ammo
• Data tables for properties(rarity, meshes, widget colors, particles, sounds etc.)
• Animation fabriks for weapons and notifies for various actions.

• Locomotion with turn-in-place, aim offset, and hip turning according to movement.
• Modular design allows us to easily include new weapons, ammo, and enemy types with new skeletons, animations, sounds, etc

This is my very first try at creating a game.


Details:

Technical Details:
• Main and Pause menus
• Level save system
• 6 levels with platforming and some simple puzzles

Image by Jay

About

Hi there! I'm a self-taught game developer who lives and breathes games. I have a strong focus on gameplay programming using C++ and the Unreal Engine. I believe that games are great works of art and I am dedicated to delivering great games to passionate players like myself.


I enjoy the process of identifying and solving problems in game design. I have a strong interest in the lore and storytelling aspect of games. I love to explore and discover every aspect of a game, including unlocking achievements, collecting cosmetic items, hunting shiny pokemon, and completing side quests.

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