Role : Gameplay Programmer
Engine : Unreal Engine 4
Language : c++ / Blueprint
Plateform : VR
Players : 2 - 4
Duration : 1 year
Dive into the legendary world of Asterix and take on the role of apprentice druids under the guidance of Panoramix. Your mission: gather rare ingredients and solve puzzles to brew the magic potion that will protect the village from Roman invasions. Across diverse levels, cooperate, manipulate mechanisms, and use your ingenuity to achieve your goals and defend the Gaulish village in this captivating and immersive adventure!
I was responsible for developing the prison level,
encompassing its game flow, puzzles, and core gameplay mechanics.
A standout feature of this level was the crane system: each player had a crank manipulable in their play zone to operate different parts of the crane.
This required players to collaborate effectively as a team to solve the puzzles and progress.
Another key element was Idefix, who navigate through the level, highlighting the puzzles to solve to progress.
One of the major challenges was ensuring the Game Master could skip specific sections of the level without disrupting the game flow
or creating an unnatural experience for the players.
In addition, I worked closely with Game Artists, Animators,
and the Sound Designer to seamlessly integrate their assets into the game or provide them with tools to facilitate their work.
In the forest level, I was responsible for developing various objectives and prototyping features that were ultimately not included in the release version. I implemented the catapult feature, clover collection mechanics, and several sound integrations.
The siege marks the first section of the fifth level.
I developed the Roman soldiers, handling their spawning, behavior, and progression toward the city gate.
I also managed their interactions with the player’s projectiles, ensuring accurate collisions and responses.
Another feature I worked on was the Roman turtle formation which dislocate if it neared the city or if enough soldiers in the formation were stunned by the players shot.
Additionally, I integrated assets from the Sound Designer and Game Artists.
In the buffet level, I handled the consumable objects within the scene. I also implemented the photocall feature, including its flow and interactions.
For the core features of the project, I managed the connection, disconnection, and VOIP systems.
I also ensured the game’s compatibility with Oculus Quest 3 via Steam Links.
Additionally, I reworked the player’s hand mechanics to allow them to stay attached to grippable
objects without following the real controller position,
which proved useful for handling heavy or manipulable objects like levers.
I worked extensively on audio and graphics integration across all levels,
collaborating closely with the Sound Designer and Game Artists.
My responsibilities also included significant debugging and polishing.
Throughout the project, I was involved in numerous features, ensuring their functionality and refinement.