Code Projects

Metro Island

A complete game focused on building an island city and stat management. Build a thriving metropolis on remote islands and manage your city with the buildings you build. Don’t let any of them get too high or too low though!

The goal here was to develop a complete game with a cohesive experience. While there are flaws, the core mechanics and art style turned out very fun and cozy! Download it on itch.io below!

Simple Dialogue

A modular, data-driven approach to a dialogue system done in Unreal Engine blueprints. Implements branching choices, auto-populated UI and event triggers to allow for flexible dialogue. Also features a dialogue slot system to dynamically assign different characters roles in your created dialogue.

Simple Non-Linear Quests

Similar to Simple Linear Quests, this adds quest categories such as Main quests, side and misc. quests in a non-linear manner. Allowing quests to be completed in any order, assign new quests on completion or not, and have prerequisite quests. All done using Unreal blueprints and data-tables.

A-Maze Me

A mobile game created in Unreal Engine in a team of two. Utilizing procedural generation and first person controls, generate an unlimited number of mazes in two different styles. First project ever done in Unreal Engine.

Damage System

A versatile system for tracking damage events in a modular and easily expandable manner all programmed in Unreal Engine’s Blueprint system.

RTS game prototype

With a goal of replicating basic functionality you would find in a real-time strategy game, this is a foundational starting point for an RTS game. Done using Unreal Engine’s blueprints, functionality such as unit selection, creation and resource gathering is replicated and functionality that was created supports multiplayer.

IK Grab system

Using Unreal Engine blueprints and Control Rig this system uses procedural animation to position IK targets and the players hands to the point they are trying to grab. It also implements a basic status system for holding items, all independent of tradition baked, timeline, or key-framed animations. Also includes a highlight system when an item is within range and towards the center of the screen.

Modular Spaceship stat system

A highly modular system for creating visual and stat based changes to spaceships and vehicles. Done using Unreal Engine’s blueprints and data tables to create an easy to use system, with a shop UI, all driven from developer defined Data

Simple linear quests

A simple approach done in both Unreal Engine’s blueprints and re-created in C++. Easy creation of data driven linear quest structures with plenty of available information easily accessible to developers for front-end, player oriented quest tracking, or back-end, linear tracking for the developer.

Epic Inventory

My first foray into C++, a highly customize-able inventory component and player stat component. Easily able to change how the inventory behaves, changing options such as whether to cap the inventory, what type of cap (weight, no. of items, no. of items/category), how the inventory UI stacks similar items. As well as using Unreal Engine’s render targets for a real time preview of the item and trig functions to keep object in view of the camera regardless of size. All driven by data with simple to use functions and structs defined in C++.