top of page
ghlkj;'_edited.jpg
Layer 1.png

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
 

  • Core Mechanic Systems

    • Speedometer System

    • Energy System

    • Added Caffeine Buff System: Temporarily boosts energy regeneration rate upon consumption of in-game caffeine pickups.

    • Ultimate Ability: Bullet Time

  • Player Movement System

    • Camera & FOV Dynamics

    • Dash Mechanic

    • Core Movement

  • Developed a Modular Game Mode Blueprint

    • Architected the Game Mode to expose core gameplay variables in a designer-friendly interface, enabling rapid iteration without direct Blueprint modification.

  • Documentation & Collaboration

  • 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
 

image.png

Speedometer

  • Blueprint-driven resource system that dynamically adjusts player movement speed based on in-game performance.

  • Rewards advanced traversal techniques such as wall running and dashing.

  • Decays over time to encourage continuous, skillful movement.

  • Enables powerful abilities like Bullet Time, which consumes speed as a resource.

  • Speed values are normalized and passed through a CurveFloat, generating a smooth SpeedMultiplier for better game feel.

  • Designed for extensibility, supporting reactive gameplay and strategic resource management.

—Pngtree—speedometer automotive icon design template_5896676.png


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.​​

  • Abilities such as dash and walltech consume different amounts of energy based on their power and context

  • Caffeine pickups temporarily boost recharge rate, rewarding players for proactive exploration and aggression.

  • Includes clamping and fractional bar logic, allowing fine-grained control (e.g. 1 full bar = 1 dash).

  • Integrated with HUD via progress bars and numeric displays with visual effects, providing clear feedback on energy availability and recharge boosts.

  • 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.

  • Ultimate ability that slows down global time while allowing the player to move slower, but responsive speed, enhancing reaction time and tactical decision-making.

  • Triggered via input (Q key) if the player has sufficient Speedometer value to activate it.

  • Consumes a chunk of the Speedometer resource, linking its usage directly to performance and movement mastery.

  • 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.

  • Duration is controlled via timers, automatically returning the world to normal speed after a set period or if canceled manually.

  • 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

image.png

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.

  • Built in Blueprints, the movement system supports high-speed traversal with abilities such as dashing, wall running, and wall teching.

  • Wall running is enabled by directional input into a wall while airborne and above a minimum speed, rewarding precision and flow.

  • 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.

  • Wall tech allows the player to cancel landing lag by precisely timing a dash input on wall-run dismount, creating skill-based mobility depth.

  • Each movement action is linked to the Speedometer and Energy systems, integrating movement with resource management.

  • Movement speed is dynamically scaled by the SpeedMultiplier, which is driven by player performance and mapped through a CurveFloat to support nonlinear acceleration.

  • The system uses physics-based movement combined with custom acceleration/friction tuning for responsive and grounded feel.

  • Designed to encourage creative traversal and high-skill expression, while reinforcing rhythm through speed gain, decay, and recovery windows.

bottom of page