
Revenant Eclipse is a high-speed vampire parkour game with a twist, the grains of time in your hands! Sprint, wallrun, and leap through haunted catacombs and a forsaken cathedral, all while mastering your power to rewind time.
Role on Revenant Eclipse
Lead Gameplay Programmer
12 Weeks • 12-Person Team
3 Programmers • 2 Designers • 4 Artists • 3 Musicians • 2 Graphic Designers
Led a team of programmers working within shared character systems, coordinating implementation responsibilities and resolving conflicts to maintain a consistent codebase. Designed and developed core gameplay systems, with a primary focus on character movement, parkour mechanics, and the underlying systems for world-rewinding and level designer tools.
Implemented the project's main character traversal systems
Wall-running
Developed a dynamic wall-running system using environmental traces to identify valid wall surfaces. Utilised vector math and surface normals to calculate the character's orientation and movement direction relative to the wall, allowing wall-running to dynamically adapt to any valid surface.



Systematic World Features



Dynamic Day & Night Control
Designed and implemented a centralised rewind architecture within the Game Mode, providing authoritative control over gameplay time manipulation while allowing actors to independently record, restore, and manage their own state. Actors could dynamically register with the rewind system and respond to rewind events without requiring the system to know their implementation details, creating a decoupled and extensible framework for restoring arbitrary gameplay states.
Level Design Tools
Developed a reusable, editor-driven rewindable Actor that integrates directly with the centralised rewind system, allowing level designers to create and configure time-manipulable objects without modifying gameplay code.
Exposed data-driven parameters for static meshes, audio, rewind curves, and configurable start/end states, enabling designers to author and iterate on rewind interactions directly within the Unreal Editor.

Parkour State Machine
Designed and implemented a modular, event-driven traversal state machine for parkour mechanics, defining entry, active, and exit states for individual traversal behaviours. Implemented state transitions and lifecycle management to allow multiple traversal actions to chain seamlessly while maintaining decoupled and extensible movement logic.
