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Third-person action survival shooter, heavily based of narrative, diegetic UI, and inspired by Dead Space. 

Role on Catalyst: Frontier Breach

Sole Programmer

5 weeks • 2-person Team

1 Programmer • 1 Designer

Sole programmer on Catalyst, developed by a two-person team over a highly constrained five-week production period. Handled the project's programming and technical systems, including the weapon and shooting system, weapon animation state machines, enemy AI, HLSL snow, and custom pre-rendered advertisements.

Item Perception
Developed a custom item detection system using a staged filtering pipeline, progressively narrowing potential interactable from low-cost distance and tag checks to more expensive FOV, dot-product and visibility-trace tests.

The system identifies valid pickup targets within the player's view and activates contextual visual feedback for the selected item.

 

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Animation states
Built weapon-specific animation state machines to manage contextual animation states and transitions, including movement, aiming, reloading, and combined states such as aiming while moving or reloading.

 

Item System
Developed an object-oriented item system using specialized item types for weapons, consumables, ammunition and other interactables. Each item type inherits its own properties and states while sharing a common item interface, allowing the player to collect and interact with items through context-specific UI.

 

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World-Based UI System
Developed a diegetic world-space UI system inspired by Dead Space, integrating inventory, maps, objectives, player vitals, and ammunition directly into the game world. Designed the system to keep gameplay information contextual while minimizing reliance on traditional screen-space HUD elements.

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Level-Design tools
Developed customizable world signage using one-time Scene Capture systems, allowing level designers to configure and place signs directly within the environment. Created pre-rendered advertisements to populate the world and reinforce environmental storytelling and game lore.

 

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Firearms
Developed a firearm system with custom recoil, dynamic recoil-based crosshair behaviour, reload animation and timing, reload progress feedback, and diegetic ammunition UI.

 

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