Group Projects

During my studies as a programmer at The Game Assembly, I participated in seven game development projects, working in multidisciplinary teams of 13–21 people. Below is a list of these projects, including a game trailer and list of my contributions.

↓↓↓

Scroll down to view all projects

↓↓↓



Details

  • Reference game: Super Mario 64
  • Engine: Custom engine (C++, DX11) with Unreal Engine 5 as level editor
  • Time: 14 weeks (half-time)
  • Team size: 21 people

Contributions

  • Implemented the enemy AI using my behavior tree editor
  • Unreal Level Sequence pipeline to custom engine
  • Level editor tools: “Play from Here” launches the game instantly at any selected location from inside Unreal, and an “Export all Levels” button that automatically opens and exports every level
  • Visual scripting pipeline enabling non-programmers to implement simple gameplay features

Personal Highlights


Enemy

Implemented the enemy using my custom behavior tree editor. Worked closely with animators and artists to implement their unique behaviors: idle, wander, alert, chase, and walk away. Also added tool support in Unreal to visualize detection range and enemy wander area.

Level Sequence

I integrated Unreal Engine’s Level Sequencer into our custom engine via a custom export pipeline, enabling designers and animators to easily create and implement scripted events and cinematics. From exporting the transform of objects to playing VFX, camera shake, lights, and animations.

Holographic Sign Looking

I made the static sign always face the player by rotating its head bone, making the world feel more dynamic and immersive.



Details

  • Reference game: Diablo 3
  • Engine: Custom engine (C++, DX11) with Unreal Engine 5 as level editor
  • Time: 10 weeks (half-time)
  • Team size: 21 people

Contributions

  • Created four distinct enemies using behavior trees
  • NavMesh movement for both player and enemy, with raycasting from screen coordinates for the player
  • Threaded collision system supporting 3D OBB and sphere colliders, with integrated raycasting and collision layer filtering
  • Implemented an asset registry system for efficient asset management and lookup
  • Import pipeline for Unreal Engine to custom engine level data

Personal Highlights


Enemies

Created four distinct enemy types with cone-based detection and customized behavior trees: the Sinner closes in for melee attacks, while the Priest keeps a safe distance.

Enemies in Combat

Player attacking every type of enemy.



Details

  • Reference game: Tunic
  • Engine: In house engine (C++, DX11) with Unity as level editor
  • Time: 7 weeks (half-time)
  • Team size: 13 people

Contributions

  • Implemented all sound effects and music, including dynamic combat music and context-aware voice lines
  • Developed an interaction system with level editor tool support, including visualization of affected objects and their movement behavior
  • Melee enemy AI logic using a state machine
  • Custom day and night cycle when activating checkpoints

Personal Highlights


Day and Night Cycle

After implementing lights and shadows into the game, I was inspired by the reference game, Tunic, to add its day and night cycle on checkpoint activation.

Melee Enemy AI

Very simple melee enemy with horizontal swipe attacks. Later, I added a clear and distinct hit reaction shader for both the enemy and player.

Interactions & Tools

Implemented an interaction system with in-editor visualization, improving clarity and making it easier to understand affected objects. I later applied the same approach to visualize enemy vision cones.



Details

  • Reference game: Sheepy: A Short Adventure
  • Engine: In house engine (C++, DX11) with Unity as level editor
  • Time: 12 weeks (half-time)
  • Team size: 14 people

Contributions

  • Import & export pipeline between Unity (level editor) and in-house engine
  • Gameplay features: Interactions with levers, crushers, elevators, and falling platforms
  • Implemented all sound effects and music
  • Implemented delivery events for sequencing predefined player interactions (e.g., ring bell → take out pizza → deliver → trigger event)

Personal Highlights


Crushers

Delivery event for level 2

Falling platforms

Lever and elevator



Details

  • Reference game: Lara Croft GO
  • Engine: Unity (C#)
  • Time: 6 weeks (half-time)
  • Team size: 13 people

Contributions

  • Grid-based player movement
  • Dynamic camera movement that adjusts to level size
  • End level transitions
  • Implemented all animations


Details

  • Reference game: Race The Sun
  • Engine: Unity (C#)
  • Time: 6 weeks (half-time)
  • Team size: 14 people

Contributions

  • Water shader
  • Gameplay features: Moving obstacles, chaser fish
  • UI design with custom animations
  • Blood particles

Personal Highlights


Game UI

During the polish phase, I refactored the UI’s visual style, taking inspiration from multiple games, and added custom animations for level select, death screen, and victory screen for some extra fun.

Water Shader & Moving Obstacles

Created both an easy to use water shader and moving obstacle logic that is used across every level.