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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.

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