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Dreadtome

Enter a corrupt and hostile library with the task of extracting forbidden knowledge from its tomes. Triumph over the entities that linger within, as well as the battles within your own mind, in this Action-Adventure first person shooter.

The game was developed in Unreal Engine 5 by a team of students, including myself over 8 months. 

The game has been released on Steam!

  • Role: Tools Programmer / Lead Programmer

  • Responsibilities:​

    • Bug reporting tool / QA pipeline

    • Portals

    • CI / CD

  • Team size:​ 23

  • Tools/Language:

    • Unreal Engine 5​

    • C++

Final Result

  • The game is a single player, Action-Adventure first-person shooter set in a library. The player's job is to retrieve ancient knowledge from tomes that are scattered around the library.

Fig. 1

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Fig. 2

Improving the QA pipeline

  • From past team projects I found out that one of the aspects we were always struggling with was QA, so I decided to do something about it.

  • I developed a Bug Reporting Tool plugin (Fig. 1) in Unreal Engine that sends the bug reports to Codecks, which is a project management tool similar to Jira.

  • It works in both editor and at runtime, which streamlines the bug reporting process by having it all inside the editor/game.

  • The number of bug reports increased a lot (Fig. 2) after the addition of the tool, which in turn made our game better.

  • More on this here.

Collaborating with level design

  • Level design wanted seamless portals (inspired by Portal) but engine limitations prevented that.

  • Found this plugin leveraging material opacity masking for hiding/revealing objects.

  • Tasked with making the plugin more user-friendly.

  • Improved several aspects, like assigning portal dimensions for meshes and adding a button to turn it on/off.

  • Integrated it with environment artists’ meshes.

Level events tool

  • Created a tool that lets level designers “program” in-game events (e.g., changing transforms, toggling visibility, enabling portals).

  • Provided a user-friendly UI via editor utility widgets in Unreal Engine.

CI /CD

  • Managed CI/CD pipeline with Jenkins (Fig. 1) to deploy builds on Steam throughout the whole project.

  • Added a step that generates a unique build ID, displayed in-game with creation date/time (Fig. 2).

  • Added a step to rename the .exe to “Dreadtome” automatically, eliminating the need to rename the UE project.

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Fig. 1

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Fig. 2

Hot Air Balloons

Team management

  • Led a five person programming team within a larger group of 23.

  • Worked closely with the producer and other leads to align the team and minimize risks of deliverables.

  • Compared to my last role as lead on Sounds of Shadows, this longer project required significantly more administrative tasks, leaving less time in-engine

  • Despite that, I gained valuable leadership experience, particularly in handling responsibility and managing risks.

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