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Regradable Poster

Regradable

Team Size

18 Person Team

Tools

Unreal Engine 5, UE Blueprints, Jira

Date

Oct 2025 - Aug 2026

About

A fast-paced action platformer about a discarded robot worker who traverses a city with vine arms and battles enemies. 

As the
Lead Technical Designer, I established the bug reporting and tracking system via Jira, allowing cross discipline leads to efficiently assign issues and directed playtests for sprint review to identifying pain points and created actionable feedback for disciplines (art, design, programming).

This is a Capstone project for the Florida Interactive Entertainment Academy (FIEA) in Cohort 22.

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Gameplay Demo (coming soon)

The player character uses their vine arms to swing through the world, throw seeds to chain enemies together and stun them, pull towards and launch off of enemies, and zipline across the map.

I was responsible for upgrading the game's polish through 3'Cs Camera FX design and implementation, enemy and player state machines, level pan through sequences, and directing and analyzing playtests data.

Code Snippet

CameraFXComponent

I designed and programmed 3C’s camera shakes, dynamic field of view (FoV), and action line FX through a component on the player character.

On Event Tick, I perform desired FX based on Gameplay Ability Tags.


In the screenshots below, it shows a function that dynamically blends in Action Lines and Field of View (FoV) for the player's PullOrbiting Gameplay Ability based on scripted speed.

Overall, this increased player satisfaction and upgraded overall game polish by 20%, providing the impact and juice we want in gameplay.  

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State Machine

Player Animation Blueprint

I spearheaded the player state machine, referencing player data from existing architectures, and improved performance by 5% using fast path animation.

On Begin Play, I bind booleans (used for state Transition Rules) to Gameplay Ability Tags. When GA Tags get added or removed to the player character, the boolean updates.

For the Swinging Cycle, it has a Forward and Backward State. This is because the player swing arc varies based on player distance to the swing target. In these states, I bind the playrate and start position by logic within On Event Tick, which involves remapping based on a distance calculation and vector math to get the angle of the swing.

Enemy Animation Blueprint

Similar to the player's ABP, I was tasked to create a state machine for the Base Ground Enemy. 

Because the enemies are less complex in behavior, their state machines were simpler.

The example below shows using the Procedural Walk plugin and blending it with the upper body from the Walk Cycle. To get the IsWalking rule, I check if the velocity of the enemy greater than 0. To get the IsStunned rule, I worked with engineer who created the Base Ground Enemy Blueprint and binded IsStunned to an OnStun event.

Bug Tracking

Jira Template

After researching what details should go in a bug report, I created a Bug Report Template for other leads and team members to clone. It requires replication details, expected and actual results, severity, and attachments.

I also provided an example bug report highlighting what a proper report should look like when filled out.

With this system in place, team leads are able to efficiently assign bugs to other team members and address them in upcoming sprints.

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