Technical Implentation
- Gameplay Programming using Unreal Engine and C++
- VFX and Shaders made from scratch for aesthetic and usability
- Enhanced Input system for fluid controls on Keyboard and mouse
- Advanced weapon system
- Dynamic bullet spread with dynamic crosshair
- Worked with and created animation state machiene
- Objective system for tracking task and game flow
What I learned
- Deepened my understanding of Unreal Engine and C++
- Imporved ability to debug and find solutions in code
- Gained experience creating modular VFX and shaders for reusability
- Gained more experience with animation systems
- Extra shader work to utilize Blueprint and C++ to achieve wanted aesthetics
- Enhanced my knowledge of 3D math and vectors
- Collabrated in cross-disciplinary work with artist
- Strengthened collaboration skills by adapting systems to fit into multiple gameplay styles
Overview
Nightwatch is a third-person survival horror shooter that puts players in the role of a desperate father who breaks into a mysterious museum after hours,
searching for his son who vanished during his night shift. As the nightfalls, darkness takes over the museum, the silence turns into horror when the exhibits,
from uncanny mannequins to other world creatures, start to reanimate and stalk the museum.
This was my final capstone project at Full Sail, developed over three months with a team of three. I served as the lead programmer, primarily focusing on gameplay systems centered around the player.
My contributions included implementing weapon mechanics, dynamic bullet spread with a dynamic crosshair, an objective system with integrated UI/UX,
and supporting AI programmers in developing enemy behaviors. In addition to programming, I guided project flow by applying agile workflows and sprint based
development. I also collaborated closely with artists, coordinating cross-disciplinary efforts to ensure that the game's visuals aligned with the desired
aesthetic and gameplay needs.