

Description
Implemented and designed the core gameplay systems and built the blueprints for the main mechanics, player actions, and abilities. My work focused on creating responsive and engaging moment-to-moment interactions
Position
Duration
Engine
2025
Unreal 5
Genre
FPS, High-Octane Action, Single Player
Platform
PC, Console
Contributions
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Core Mechanic Systems
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Speedometer System
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Energy System
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Added Caffeine Buff System: Temporarily boosts energy regeneration rate upon consumption of in-game caffeine pickups.
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Ultimate Ability: Bullet Time
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Player Movement System
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Camera & FOV Dynamics
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Dash Mechanic
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Core Movement
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Developed a Modular Game Mode Blueprint
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Architected the Game Mode to expose core gameplay variables in a designer-friendly interface, enabling rapid iteration without direct Blueprint modification.
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Documentation & Collaboration
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Debugging & Optimization
Blasted Layoffs is a Single Player, First Person Shooter. It features a fast-paced movement system that encourages players to move and perform actions constantly to ramp up their speed, resembling a swamped office workday. The players navigate through the stressful (surreal) office space to complete the CEO's challenge: they must make it to his office for a promotion, and failure will result in termination.
About Blasted Layoffs

Speedometer
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Blueprint-driven resource system that dynamically adjusts player movement speed based on in-game performance.
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Rewards advanced traversal techniques such as wall running and dashing.
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Decays over time to encourage continuous, skillful movement.
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Enables powerful abilities like Bullet Time, which consumes speed as a resource.
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Speed values are normalized and passed through a CurveFloat, generating a smooth SpeedMultiplier for better game feel.
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Designed for extensibility, supporting reactive gameplay and strategic resource management.

Core Mechanics & Combat Design
"Momentum-driven Core Mechanic"
The Speedometer is a dynamic resource system I implemented in Blueprints to govern player speed and ability usage. It functions as both a movement amplifier and a consumable resource, driving risk-reward gameplay and supporting high-momentum traversal mechanics.
Energy System
Dash Spending Energy w FOV Effects
Caffeine Pickup Item with Visual effects
For the Energy System, I aimed to create a strategic layer that encourages players to think critically about when and how they use high-impact movement and combat abilities.
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Abilities such as dash and walltech consume different amounts of energy based on their power and context
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Caffeine pickups temporarily boost recharge rate, rewarding players for proactive exploration and aggression.
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Includes clamping and fractional bar logic, allowing fine-grained control (e.g. 1 full bar = 1 dash).
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Integrated with HUD via progress bars and numeric displays with visual effects, providing clear feedback on energy availability and recharge boosts.
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Designed for expandability, supporting future abilities and modifiers while reinforcing player decision-making through visible resource tradeoffs.
Ultimate Ability: Bullet Time
Ultimate Ability Demonstration
For the Bullet Time ability, I wanted to give players a moment of heightened clarity and power, where quick thinking and momentum are rewarded with a surge of control in an otherwise chaotic environment.
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Ultimate ability that slows down global time while allowing the player to move slower, but responsive speed, enhancing reaction time and tactical decision-making.
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Triggered via input (Q key) if the player has sufficient Speedometer value to activate it.
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Consumes a chunk of the Speedometer resource, linking its usage directly to performance and movement mastery.
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Implements Set Global Time Dilation and Set Custom Time Dilation to create a slow-motion world where the player remains reasonably faster than the environment.
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Duration is controlled via timers, automatically returning the world to normal speed after a set period or if canceled manually.
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Designed to reward precise movement and resource planning, acting as both an emergency tool and a power play for skilled players.
Movement System
Movement Demonstration

Blueprint for Movement
For the Movement System, I wanted to create traversal that feels fluid, expressive, and skill-based, empowering players to maintain momentum while chaining together movement abilities.
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Built in Blueprints, the movement system supports high-speed traversal with abilities such as dashing, wall running, and wall teching.
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Wall running is enabled by directional input into a wall while airborne and above a minimum speed, rewarding precision and flow.
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Dashing can be executed in any input direction and transitions into a sprint if the player is facing the dash direction, enabling fluid movement loops.
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Wall tech allows the player to cancel landing lag by precisely timing a dash input on wall-run dismount, creating skill-based mobility depth.
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Each movement action is linked to the Speedometer and Energy systems, integrating movement with resource management.
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Movement speed is dynamically scaled by the SpeedMultiplier, which is driven by player performance and mapped through a CurveFloat to support nonlinear acceleration.
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The system uses physics-based movement combined with custom acceleration/friction tuning for responsive and grounded feel.
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Designed to encourage creative traversal and high-skill expression, while reinforcing rhythm through speed gain, decay, and recovery windows.