
Parasomnia
Game Programmer @ Nimbus Games
A Horror game set in 1980's Malaysia, was my first professional introduction to working in the game's industry. Despite being relatively new to Unreal C++ and multiplayer, I had the responsibility and opportunity to work on several major game mechanics such as the Inventory Systems, UI and several puzzles in the game.
1 / Inventory Systems
-
Allow for trading of items between two players
-
Stored using player states & traded through the game instance
-
-
Handle's interactions between puzzle's gameplay and the players inventory
-
Fires delegates from the puzzle to inform player of inventory changes
-
-
Component base system for flexibility of use
2 / Gameplay UI's
-
Multiplayer supported UI
-
Players can view their friends inventory and changes will be updated live.
-
-
Implemented controller and language support
Implemented Work
3 / Puzzle Mechanics
-
Worked on the logic of several puzzles
-
Implemented replication logic into the puzzle
-
-
Implemented other system worked on by team members into the puzzles.