KILL DIE KILL KILL DIE

🏆 3RD PLACE ENTERTAINMENT

Role: Gameplay & UI Programmer
Focus: AI, Movement & UI
Year: 2024

UE5 BLUEPRINTS 7 👥

A fast-paced retro FPS built in 48 hours for Staylab Jam 2.0 (Ranked 3rd Place in Entertainment), where I programmed the destructible NavMesh enemy wave spawners, melee AI pursuit/attack loops, camera-tilt movement feel, and arcade HUD.

01. Destructible "Nest" Wave Spawners & Melee AI Loop

  • Destructible NavMesh Spawner Macro (BP_EnemySpawner & Damageable Interface): Nests register with BP_FirstPersonGameMode (AddSpawners) on BeginPlay and run a custom Spawn macro loop every SpawnInterval seconds—querying GetRandomLocationInNavigableRadius (Radius = 300.0) and rolling RandomInteger(100) <= ChanceOfEnemyBeingRare to spawn either RareEnemies or SwarmEnemies on valid NavMesh ground until the player destroys the Nest (Remove Spawner).
  • Continuous Melee AI Pursuit & Rare Weapon Drops (BP_EnemyBase): Enemies track the player via AIMoveTo and use a proximity Sphere overlap (OnEnemy?) paired with an AttackInCooldown? gate and AttackSpeed delay loop (DamagePlayer) to deal relentless close-quarters damage while in range, calling DropWeapon on death when isRare is true.
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02. High-Speed Camera-Tilt Movement & Retro Arcade HUD

  • Procedural Camera Tilt & Dynamic FOV: Simulated physical strafing and dashing momentum without motion sickness by reading lateral velocity and smoothly interpolating camera roll (RInterpTo) and FOV.
  • Real-Time Nest Counter & Combat HUD: Built the arcade HUD tracking remaining active Nests registered in the GameMode, player health, and weapon ammo counters.
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FRAMED

GAME JAM

Role:UI Programmer
Focus: UI System & Animations
Year: 2026

UE5 BLUEPRINTS 8 👥

A detective investigation game jam project where I participated part-time as the dedicated UI Programmer—building the animated Case File inspection interface, evidence cross-out notifications, and input-mode transitions in UMG.

01. Animated Case File UI, Evidence Cross-Out & Task Notifications

  • Animated Case File Toggle & Input Mode Switching (WBP_HUDD): Built the InputSelection event to smoothly open and close the detective's case file (PlayAnimationForward / PlayAnimationReverse on CaseFileAnim), automatically switching the controller between SetInputMode_GameAndUIEx and SetInputMode_GameOnly, toggling bShowMouseCursor and SetIgnoreMoveInput, and triggering 2D folder audio (S_OpenFiles / S_CloseFiles).
  • Evidence Discovery & Timed Pencil Cross-Out (WBP_Notification & WBP_Selection): When the player discovers a clue, OnProveFound updates the notification banner and plays the CrossOutProve animation with pencil-stroke audio (S_PencillStroke), chaining a 1.0s timer delegate (K2_SetTimerDelegate) to trigger completion audio (S_TaskComplete) while matching the clue text (EqualEqual_TextText) inside the Case File to reveal red cross-out overlays (CrossLine / CrossLine2) and unlock new evidence pages.
  • Multi-Page Switcher & Character Photo Selection (WBP_Selection): Implemented page navigation via WidgetSwitcher_310 with page-turn audio (S_PageTurn), animated photo hover states (HoverImgProve1 / HoverImgProve2), and evidence selection buttons that call ChangePhoto directly on BP_FirstPersonCharacter.
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