Role : Gameplay Programmer
Moteur : Unreal Engine 4
Language : c++ / Blueprint
Plateforme : VR
Player : 1 - 16
Duration : 6 months
In a multiplayer experience for up to 16 players, where everyone gathers on a vibrant planet to celebrate and compete. The party setting is filled with a variety of exciting mini-games and activities, offering endless opportunities for players to challenge each other while enjoying customizable experiences.
I implemented the foundational code for all the minigames,
which served as a basis for other programmers on the team.
I also developed the basketball minigame to test the implementation, handling the try count, scoring system,
and ball physics.
I developed the shooting minigame, creating enemy behaviors, scoring system, weapon mechanics, and gameplay. Additionally, I handled the integration of graphical and audio assets.
I developed the game's scoring system and leaderboard. Each minigame features its own unique scoring logic tailored to its specific mechanics and objectives. These individual scores are tracked and displayed on dedicated leaderboards for each minigame. Additionally, I implemented a global leaderboard that combines the scores from all minigames, providing an overall ranking to showcase the best-performing players.
I developed the Polaroid feature, allowing players to take in-game photos that are instantly "printed" as grippable pictures. Additionally, the photos are saved and linked to the player's session, allowing them to receive their images via email after the experience. I also added the Photocall part at the end of the game.
I implemented the firework system and its activation conditions, ensuring it triggers accurately based on specific gameplay events.
I integrated the Game Master's interface, ensuring it provided intuitive controls and efficient tools for managing and monitoring the game.
I managed the implementation of a new connection system,
allowing players to join the game at any time.
I also ensured the game could handle up to 16 players simultaneously,
focusing on the synchronization between all participants.
For the dash system, I introduced an interpolation feature for the preview trajectory,
enhancing comfort and precision when aiming. Since the controller uses a single button,
I developed an input prioritization system to avoid conflicts between actions.