3D platformer with dimensional traversal. Every gameplay, UI and technical system.
Sole programmer for a seven-person team. Delivered every gameplay and technical system, and managed version control and build stability across the cycle.
Role: Sole programmer. Team: team of 7. Duration: 6 months. Platform: PC. Tools: UE5 · C++ · Blueprints.
Problem: One programmer, six collaborators, six months, and a dimension-switching mechanic that had to load seamlessly.
Approach: Get the movement feeling right first, then build the tools so the designer never waits on me for a door or a cutscene.
Result: Shipped on PC. Designers authored interactive sequences unaided; I kept the build stable throughout.
Amphibian movement. Standard platformer controls don't read as a frog. The hop system accounts for momentum, surface type and directional input so hops chain into each other while staying precise enough for puzzle sections.
Game Actions. Reusable blocks of behaviour can open a door, run a cinematic, update an objective or teleport the player. Exposed to the editor, they let designers author and test sequences while new actions enter the library without touching core systems.
Dimension switching. Level streaming with soft references keeps both realms loadable without a hitch at the swap. The save system captures not just progress but the state of environmental restoration, so the player's impact persists across sessions.
Running on real hardware. A settings system that detects hardware capability and suggests a preset, with texture, shadow and post-processing controls exposed for players who want to tune further.