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Role

Gameplay Programmer / Software Engineer

Description

Wild Americas is a 3rd/1st person Open World Action Adventure Game

As a Gameplay / Software Engineer I designed and implemented various gameplay systems and UI.

The project uses the following plugins:

  • Gameplay Ability System

  • Voxel Pro

  • Adventure Game Locomotion System (AGLS)

Year

April 2025 - July 2025

Language

C++ and Blueprints

Platform

Windows PC

Team Size

2 People

Engine

Unreal Engine 5

Gameplay Showcase

Some Mechanics I Owned

The M.O.L.E (Terrain Destruction Weapon)
 

Developed a pistol that deforms voxel-based terrain on impact. Integrated a laser pointer to communicate effective range and implemented a spherical VFX indicator that previews the explosion radius before firing, improving player feedback and accuracy.

Quest System (Data Driven)
 

Built a fully data-driven quest system using Data Tables, enabling designers to create and manage quests entirely in-editor. Supports main and side quests with automatic categorization of completed content. Quest progression is event-based via bindable dispatchers (e.g., overlaps, interactions). Designed and implemented modular UI widgets that dynamically populate and update based on quest data and runtime events.

Collectables System (Data Driven)
 

Created a data-driven collectables system backed by Data Tables, allowing designers to define and manage in-game collectibles. Implemented a custom collectable actor that feeds structured data into a modular UI collection system. Supports categorization, sorting, and filtering for improved player navigation.

Crafting System (Data-Driven)
 

Developed a data-driven crafting system where designers define recipes via Data Tables. Built a dynamic crafting UI that auto-populates available recipes and required resources. Integrated with a player stash system to validate materials, consume resources, and grant crafted items upon completion.

Skipper the Drone (Player Ability System)
 

Developed a player-summonable drone with multiple abilities, including targeted flight, area scanning, and explosive deployment. The drone navigates toward the player’s aim direction in flight mode, carries a limited number of charges, and enters a cooldown state after use, reinforcing tactical decision-making.

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