Oscar Barclay
Gameplay and AI Programmer
An online co-op horror game for up to 4 players. I acted as the lead gameplay, AI, and network programmer for this project across a period of 10 months.
There are 9 distinct enemies in EE, all with very different AIs that required different solutions.
Other features include random dungeon generation, a variety of maps that leverage level instances, and proximity voice chat.
A showcase of systems and UE5 engine extensions that I developed for a larger project. The repository is populated with the relevant code files, all clearly commented.
The main system listed is an AI Manager component with an architecture based in data driven design.
The engine extensions listed include a custom editor mode, as well as a complete retrofit of engine source code for the EQS Trace Test.
An implementation of Pacman using raw C++ through the Playbuffer framework. Full development time was roughly 2 weeks.
Implementations for 4 distinctly different AI behaviours for the 4 different ghosts, mirroring the mechanics of the original game.
Features use of the Singleton, State, and Double Buffer patterns, as well as use of C++ techniques such as function pointers.
A simple single-player horror game built entirely using Blueprints. I acted as the lead programmer on this project for a period of about 2 months.
Features a very simple and incremental gameplay loop, leveraging features such as the Level Sequencer and Unreal's Audio tools.
This was the first project that I worked on, and it essentially taught me how to use Unreal Engine 5 and make games as a whole.