
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:
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Gameplay Ability System
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Voxel Pro
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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.
