Maze Madness is an Unreal Engine C++ game project. All of the major components were created using UE's C++ integration with Visual Studio. A multitude of custom C++ classes were created for each component: the main player character, enemy characters and AI, pick-up items, user interface and menu, camera controls, game mode controller, and others. The creation of the classes in C++ allows for complete customization of the implementation and functionality and complete control of in-game objects.
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The Maze Madness main title screen with functional user interface.
Game start with Heads Up Display UI components visible. Yellow text in top center is a UI message that fades in and out to show user key event-based information.
A portion of the Game Mode code in Visual Studio. This code snippets shows the handling of multiple game states.
The Maze Madness main title screen with functional user interface.
As part of my recent Game Programming and Development degree capstone project, I made additional refinements to the Maze Madness game. An overview of these enhancement, focusing on the addition of a more complex AI opponent, can be seen in the video embedded here.
Group FPS Unreal Engine Blueprint Project
Main Menu Screen showing the player the objective, controls, and what the enemies look like.
The Blueprint for a "toggle elevator" object. This allows in-game platforms to move between custom points to act as elevators or moving platforms. The movement is triggered by the player or weapon projectile overlapping an invisible collision detection box.
Group FPS Unreal Engine Blueprint Project
This First Person Shooter Game is an Unreal Engine Blueprints group project in which I was the Team Leader/Producer charged with making design decisions, ensuring milestone completion, as well as contributing to game programming. In this game, the player has been shrunken in order to enter a body and hunt viruses. The player has 10 minutes to destroy the required number of enemies. There are 3 unique virus types, each with their own AI behavior and attacks. A fully implemented health and stamina system includes sprinting, rocket-jumps, energy depleting projectiles, and health and stamina restoring pick-up items. Player toggled moving elevators and platforms, along with other moving objects create a dynamic environment.
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Fuzzy Farmer is a third-person Unreal Blueprints game in which the player collects objects that randomly move around the level. These "fuzzies" are partially covered and the player must destroy patches of grass with a UFO's transporter beam in order to uncover the creatures and collect them. This game features destructible objects, randomized movement of "fuzzies," dynamically created transporter beam weapons, and smart collision detection.
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Fuzzy Farmer Unreal Project
Start of Fuzzy Farmer game. Player must find and collect the "fuzzies" as they move around the level. The ground is destructible to uncover the "fuzzies" when found.
Blueprint for the "transporter beam" objects. The beams' size is continuously scaled up as it moves downward, and is set to follow the character's coordinates. Once the object has moved a certain distance downward, it destroys itself as to not continue to use system resources.
Fuzzy Farmer Unreal Project
As part of my recent degree capstone project I made additional refinements to the Fuzzy Farmer project. These enhancements focused on improving the visual appeal of the game to give the player a more engaging experience. An overview of these changes can be seen in this video.
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