Personal Projects

Paradigm Infinite Quasar

Platform:
Android/IOS

Engine:
Unreal Engine 5

Language:
C++

Tools Used:
Unreal, Jira, Confluence, Trello, Perforce, GitHub

Duration:
4 months

Completion:
June 2024

Team Size: 4

Role:
Team Lead,
C++ Programmer

Overview

Paradigm Infinite Quasar is a top-down mobile bullet-hell game. I serve as team lead and C++ programmer. The current build includes 12 selectable weapons, upgrades that can change weapon behavior, and ship-specific ultimate abilities. The video and examples below show these mechanics in their current state.

Contributions & What I Learned

  • Lead a four-person team and contribute C++ gameplay programming in Unreal Engine 5.
  • Help develop the current build, which features 12 selectable weapons, upgrades that change weapon behavior, and unique ultimate abilities for each ship.
  • I learned how to structure gameplay systems for iteration, account for mobile constraints, and keep a small team moving toward a finished release.

Mechanics

Selectable Weapons

The player has the ability to select from 12 unique weapons that will aid there ability to survive and create a unique experience with every play. 

Ultimates

Each ship has its own unique Ultimate. The Ultimate is designed to be used when the player has no other choice. This should help the player survive the situation they are in.

Weapon Upgrades

The player can upgrade weapons through simple upgrade such as stat increases and also through unique upgrades that can completely change how the weapon works.

Collectibles

Collectables have a chance to drop from the enemies. These collectables can vary from health, to upgrades.

Hold Out

Platform:
Windows PC

Engine:
Unreal Engine 5

Language:
Unreal Blueprints

Tools Used:
Unreal, Jira, Confluence, Trello, Perforce

Duration:
4 Months

Completion:
Sep. 2023

Team Size: 10

Role:
Team Lead, Programmer

Overview

Hold Out is a wave-survival FPS built over four months. I led the team from concept to a completed build and programmed player weapons and stats, enemy AI abilities, gameplay interactions, and UI in Blueprints. The trailer shows the playable result; the Blueprint examples below show selected implementation work.

Contributions & What I Learned

  • Led a ten-person team through a four-month development cycle, taking Hold Out from concept to a completed playable build.
  • Programmed player weapons and stats, enemy AI abilities, gameplay interactions, and UI using Unreal Engine 5 Blueprints.
  • Learned how to scope features for a short production schedule, integrate work across a larger team, and debug interconnected gameplay systems.

Blueprints Showcase