About
The Negative Edge is a third-person arena shooter fast-paced, in which the player ventures into dystopian black-and-white-hued arenas in which he will face monstrous creatures in desperation to complete his mission to save planet Earth.
Developed as a vertical slice by a team of 9 developers.
My primary role was the 3C programmer, ensuring responsive controls, fluid gameplay, and a camera system that adapts to both player input and game context. I also handled the main character’s animation integration, bridging movement mechanics with visual feedback to enhance immersion.
Project Info
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Team Size: 9 |
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Time Frame: In progress |
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Engine: Unreal Engine 5 |
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Platform: Windows |
Development Focus
From the beginning, my goal was to deliver a highly responsive and intuitive player experience, where movement, camera, and controls feel seamlessly connected. To achieve this, I designed all core gameplay features as independent Unreal Engine plugins, making them modular, reusable, and easy to integrate into future projects.
C++ Systems Developed
- Aim Assist System: Context-aware targeting assistance for improved aiming accuracy with gamepad.
- Custom Movement System: Unreal Character Movement Component extension.
- Dynamic Camera System: Adaptive camera behavior with smooth transitions based on player actions.
- Environmental Scanner System: Detects and reacts to surrounding objects, surfaces, and interactable elements.
- Global Events System: Centralized event broadcasting and listening for efficient game-wide communication.
- Grappling Hook System: Physics-driven grappling mechanic with smooth movement transitions.
- Input Mapping System: Flexible input mapping system for easy reconfiguration.
- Interaction System: Context-based interaction with world objects and entities.
- Pop-Up System: Modular UI pop-ups and notifications.
- Resource Attribute System: Modular stat and resource management (e.g., health, stamina).
- State Machine System: Structured actor state handling for consistent behavior.
Results & Takeaways
The end result was a fluid and responsive character experience that received positive feedback from both teammates and testers. Key learnings included the importance of early integration testing, modular architecture, and iterative fine-tuning to achieve satisfying game feel.