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.













