SuperEat Man
Third Person Action Shooter
Project Duration: 6 Months
Studio Size: 12
Development Tools: Unreal Engine, Blueprints, and GitHub
Development Intentions:
Personal Highlights:
Reflection:
“Stunt and Gun” Setting out to develop SuperEat Man, our team is focused on capturing the high-speed thrills of rocket bike riding and third-person twitch shooting.
Being one of three programmers on the team, there is a focus on developing engine tooling that will enable designers to maximize productivity and avoid unnecessary downtime.
To date, I have personally developed and implemented the use of level streaming, player controller, weapon, enemy, boss, and projectile base classes. Along with load / save system, game framework management, animation blueprints, spline movement components for enemy types, and Niagara VFX.
As my largest project to date, consistency and performance our key markers that must be met. I am playing an active role in this responsibility by ensuring the game’s architecture is built on strong design principals. Much effort is being put into ensuring the Unreal Engine framework is being used to its full potential to further establish a performant runtime.
Version control is proving to be a challenge, as we are a large team working with Github. Therefore, it’s key that great care is put into establishing both in and out-of-engine routines that team members are trained on to avoid merge conflicts and ensure we are all able to remain productive without risking data loss.
From Proof of Concept To Pre Release
From the beginning, the focus was to develop a game that combines rocket bike stunting and third-person twitch shooting. My responsibilities were to establish level streaming, player controller mechanics, style meter functionality, and spline-based enemy movement.
As the project develops, the scope and my responsibilities have also expanded. As Technical Director, I’ve developed weapon, enemy, and boss base classes for handoff to team members to further develop seven unique enemies, three bosses, and three distinct weapons. I have also implemented both VFX and Animation Blueprints, while managing our repository and bridging technical gaps between departments to ensure consistency.
Leading to release, we aim to continue polishing VFX and UI counterparts to ensure a successful marketing rollout and deployment to Steam.