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FPEACE

Developed a cross-platform (Windows, Android) FPS/TPS zombie shooter in Unreal Engine 5 using C++, implementing gameplay systems, UI, AI, VFX, audio, and optimization. Modified the engine with custom nodes and animation handling to support advanced mechanics.


Gameplay & AI


  • Fully leveraged Unreal’s Gameplay Ability System to implement character Attributes, Abilities, Effects and Cues.

  • Setup Custom C++ AnimInstance classes to handle various player animation states.

  • Setup Linked Animation layers and Linked Animgraphs to avoid duplicating logic.

  • Modified the engine to better handle Linked Animgraphs within linked anim layers.

  • Setup advanced locomotion fully from scratch using anims from GASP and other projects.

  • Made Custom AnimModifiers and Animgraph nodes in C++ to seamlessly blend different animation styles for the main operator characters.

  • Simple scoring and timer system to provide victory/defeat stats.

  • Created separate C++ components to handle Combat, Animation, Movement etc and help code organization.

  • Implemented Third- and First-person camera modes with curved controlled movement and related logic from scratch.

  • Implemented gun mechanics with sway, Aim, procedural recoil etc and added different guns.

  • Added enhanced input support for KBM, Controller and Touch Input for mobile.

  • Implemented a custom Input processor to handle UI and gameplay interactions for Touch input.

  • Created a basic Zombie AI (Chase, Attack & Wander) using Custom AI Controller and StateTree.

  • Setup enemy spawning logic and pooling for better performance.



UI


  • Custom C++ widget implementations for tighter control with other integrated systems.

  • Optimized layouts and custom UI materials for optimization and better visual effects.

  • CommonUI integration with Enhanced input support for better style and state handling.

  • UMG Viewmodel (MVVM) C++ integration for efficient binding and data separation.

  • Optimized UI animations with UI materials for better performance.

  • Custom postprocessing and retainer materials for visual effects.



VFX & Audio


  • Created a simple muzzle flash Niagara system for use with guns.

  • Created a robust sound class hierarchy to handle all states of the game

  • Created effects and mixes to dynamically modify audio through gameplay code.

  • Created several Metasound graphs and presets to handle playback and audio variations.

  • Created modular anim notifies and states to handle audio from animations.

  • Setup spatialization for 3D sound and other settings for performant audio processing.



Optimization


  • Simplified character meshes, generated LODs and added custom collision & LOD settings.

  • Implemented object pooling for bullets, VFX and enemy characters.

  • Removed/Reduced ticking based on requirements.

  • Used Insights to profile CPU and GPU performance to optimize code and settings

  • Custom device profiles for better performance on Android.

  • Added support for DLSS 4, FSR4, ArmASR and Mobile FSR with proper fallback setup.

  • Used RenderDoc, GPU Visualizer etc. to find and fix GPU bottlenecks.

  • Used Statistics, Audit, Reference viewers, sizemaps etc to find and optimize memory usage.

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