other pages: Duncan’s Portfolio, Enkore, Astral Onslaught
I was a gameplay programmer on this project on a team of 12 people. In this role, I was fortunate to work on practically whatever I wanted to and had the opportunity to collaborate with other disciplines as well. This included core gameplay features and UI features. I worked a lot in Unreal Engine and Visual Studio with C++, and learned about building scalable code for a “longer-term” project.
I learned a ton about Unreal Engine’s editor and C++ over the course of this project. Issues pertaining to but not limited to 2.5D gameplay, coding for designers, and building scalable code.