Unannounced Project (FPS)

Company: The Multiplayer Group

Engine: Unreal Engine 5

Role: Game Programmer

Genre: First person shooter.

About My Work in This Project

I joined the team early in the development proccess, so I was given the oportunity to expand existing systems and develop new ones.

This were my main contributions to the project:

  • I designed and implemented a background Subtitle System integrated with audio, removing the need for gameplay engineers to manually display subtitles. This are some of the features I included in the system:
    • Subtitle queuing and priorization.
    • Text formatting using rich text.
    • UI widget for displaying subtitles.
    • Subtitle time averaging for missing timing data.
    • A text parser with a markup catalog for structured subtitle management. The parser was able to get a chunck of text with the entire dialogue, and separate it in lines. Each of the lines could have some metadata such as:
      • Speaker
      • Start time
      • End time
      • Delay
    • Art Subtitles for dynamic text from in-game props.
    • Closed Captions.
    • Custom solution for subtitle localization, handling culture-specific text and independent from the main game culture.
  • I expanded the Damage Pipeline by reafactoring and enhancing existing damage states to handle stacking logic for interactions with systems applying the same damage state. I also unified and standardized damage-over-time logic for all damage states.
  • I developed new ammunition types for Grenade Launcher and proximity mines.
  • I implemented and reworked some abilities in the game.
  • I designed an achievement system using the observer pattern for in-game events tracking.