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Sunflower Bloom
Project type
Video game
Date
March 2025
Location
Online
Game Developer
During the "Picnic Season" Game Jam, I was responsible for a comprehensive range of development tasks in Unreal Engine using Blueprint, focusing on core gameplay systems and player experience. I coded the intricate "sun power" mechanic, enabling players to cast light illumination from a flower to navigate dark tunnels, and implemented fundamental player actions like jumping. My work also included designing and programming interactive elements, such as door puzzles and moving platforms, as well as defining the win and lose conditions for the game. Beyond core logic, I contributed significantly to the visual fidelity and character behavior: I performed character animation corrections in Maya and implemented various animations, including jumping, idle, falling, and the power shoot, ensuring fluid character movement. Additionally, I developed the characters using behavior trees, dictating their actions and responses. For visual effects, I created dynamic Niagara effects for both the sun power itself and the sun ball projectile. Finally, I crafted essential materials and applied post-processing filters to achieve the distinct pixel and PS1-era visual aesthetic, culminating in a polished and cohesive game experience.
Developed during the “Picnic Season” Game Jam, this project focused on delivering an atmospheric puzzle-platformer experience built entirely in Unreal Engine. My role encompassed both gameplay programming and visual implementation, with a strong emphasis on creating responsive mechanics, cohesive animations, and a distinctive PS1-inspired aesthetic.
‣Design
⇢Contributed to the overall game concept and player experience, emphasizing exploration and light-based puzzle-solving.
⇢Designed interactive elements such as door puzzles and moving platforms to enhance environmental engagement.
⇢Defined the win and lose conditions to structure level flow and maintain clear progression.
⇢Applied post-processing filters and crafted custom materials to achieve a retro pixel/PS1 visual style that reinforced the game’s nostalgic tone.
⇢Collaborated with the team to refine gameplay feel, environmental lighting, and the thematic tone of each level.
‣Programming
⇢Developed the core Sun Power mechanic using Unreal Engine Blueprints, allowing the player to emit controllable light from a flower to illuminate dark tunnels and solve puzzles.
⇢Implemented fundamental player actions including jumping, idle, falling, and shooting abilities for smooth and reactive character control.
⇢Created and tuned Niagara visual effects for the sun power beam and the sun ball projectile, enhancing visual feedback and energy flow.
⇢Programmed character AI behavior using Behavior Trees, defining reactions, movement patterns, and interaction logic.
⇢Integrated complex animation states in Unreal Engine, following pose corrections made in Autodesk Maya, to ensure seamless transitions between idle, jump, fall, and attack states.
⇢Built trigger and event logic for puzzle activation, environment interactions, and victory/loss sequences.
⇢Optimized Blueprint hierarchies for performance and efficient readability, maintaining clarity under Game Jam time constraints.


















