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Game Programmer
Year 3 project at BUas. Full release on Jun 27, 2024.
Shred Off | Published on Steam

Project Information:
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Game Genre: 3rd person shooter
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Role: Gameplay programmer
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Team Size: 11 (5 programmers)
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Time Frame: 24 Weeks
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Engine: Unreal Engine 5.3 (C++)
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Tools: Jira, Perforce
Project was published on Steam.
Project Summary:
This project was made as a part of a graded assignment during my 3rd year of education at BUas. In this 3rd person shooter / snowboarding game race against time to clear the level of enemies, score the most points and reach the finish line.
My Contributions:
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Combat & Weapons
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Gameplay elements & Tutorial
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Heatmaps
Combat / Lock On

One of the main obstacles, my team has encountered while developing the game, was how to combine fast paced movement and 3rd person shooter combat. In the game the player is expected to navigate the terrain, perform snowboarding tricks and shoot enemies all at the same time. To tackle this problem I worked on making combat more accessible:
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The game automatically locks onto an enemy to allow players to focus more on the movement and target prioritization.
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Target is selected based on several parameters: World Distance, On Screen Distance, Current Health and more.
Tutorial / Onboarding
Another problem we discovered during playtests was that because of a somewhat unique gameplay players were struggling a lot with controls. To make the game more accessible I collaborated with designers to create an onboarding level. For this level, I worked on a Mission System that would guide players and teach them about how to control their character and most important gameplay mechanics.
Players will receive a new mission upon completing their current mission, missions involve different scripted events (spawning enemies or items, scripted gameplay section with button prompts etc.). Player can also easily navigate the tutorial by skipping, replaying or going back to a previous step.

Combat - Weapons and pickups & other gameplay elements
To achieve a more arcadey feeling in our game we decided to go with random weapon pickups. For this project I created a system for weapon pickups.



To provide players with feedback from weapon I added hit markers.

Additionally, I worked on different weapons and a deflect mechanic.
Heatmaps
Initially the game was supposed to have bigger open levels. To help designers make more informed decisions on the level design and balance of the game, I added heatmaps. To make heatmaps provide a fuller picture the data was collected from all players playing the game and then sent to an SQL database. This information was then retrieved from the SQL database and used to built heatmaps. Heatmaps collected information such as: paths taken, damage received and death location. They also showed which weapons or actors caused most deaths or dealt the most damage.


Screenshots from the game:
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