Fleck

Single Input Casual

Project Duration: 3 Months

Studio Size: 6

Development Tools: Unreal Engine 5, Visual Studio Code, and GitHub

Development Intentions:

Personal Highlights:

Reflection:

Fling it around! Fleck was developed with the intention to put players inside of a fun and interactive physics sandbox.

Being the team’s sole programmer it was important that systems were built to take full take advantage of Unreal Engine’s blueprint system. A focus was put on modular components so that designers can hand around a set of blueprints with only the necessary components accessible to them. Ensuring that they could iterate and build rapidly with little need for assistance.

Prototyped and iterated on the physics based player controller and three enemy variants. Developed various interactable components such as bounce pads, buttons, breakable surfaces, and collectibles. Along with distinct interactable surfaces using various physics materials to manage player traversal and gameplay.

Being my first Unreal Engine project, there were many lessons learned. For example, ensuring the proper foundation was set to properly utilize the Engines framework. Doing so made development more enjoyable as we learned to take advantage of various structures. Additionally, Fleck went through multiple prototype variations as I built upon my understanding of the relationship between character and controller, and the connected physics system.

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