My Role
My role involved developing gameplay mechanics for the player character and the environment, while also creating simple, user-friendly tools to support game designers and the art team in their workflow.
Development of a glider system, one of the game's key gameplay mechanics.
Development of a mushroom obstacle, one of the most common challenges encountered by the player. This mushroom functions as a bumper. Designers simply place a target to define the player's destination, then adjust two variables to control the jump height and duration. This makes the tool intuitive, flexible, and precise for level design.
I also developed the entire camera system to provide greater control over the player experience and create a more immersive feel. It included dynamic wall-based camera offsets and a fully functional fixed-camera system for different cinematic viewpoints. While the fixed-camera feature was ultimately cut from the final game, it was fully implemented as part of the camera framework.
Finally, I contributed to creating the game's sound atmosphere and developing various complementary mechanics and supporting tools. These aspects, often less visible, remain essential to the game's functionality and the overall consistency of the player experience.
Technologies
- Unreal Engine 5
- C++
- Blueprint
- Perforce
Conclusion
This project was a very enriching experience, providing me with a lot of knowledge in game development, but also a better understanding of the different aspects that make up a game, such as sound design, balancing, and the importance of polish. I particularly enjoyed the process of iteration and continuous improvement, which allows a simple mechanic to become an element that contributes to the game's identity and overall coherence.