ABSTRACTICA
Gameplay Programming, Game AI, Shader Programming
This is a third person shooter with roguelike elements, devoloped by myself in Unreal Engine. While I am responsible for almost every aspect of the game, my main focus lies in Gameplay programming and developing the core systems that manage the loop of a roguelike, using tools like the UE Gameplay Ability System. In developement, I leverage a mix of C++ and Blueprint programming.
I implemented the Game AI using Behaviour Trees as the main architecture. Currently I am making a multi-phased boss enemy. The game is set in a highly stylized world with no lit material, and I wrote a expanding color change shader using Signed Distance Fields. For particle effects I use UE5's Niagara Particle Systems.
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