Turn-based roguelite deckbuilder where you dig with your teeth.
Demo Timeline: 2025/08 – 2026/03
Studio: Stitch Heads (own IP)
Role: C++ Programmer
Engine: Unreal Engine 5
Intro
Developed new internal IP in a short timeline with a small team and no budget, utilising our proprietary UE5 framework to succesfully build for all major platforms. We used latest best practices in UE technologies with Lyra and Fortnite standards, incl CommonUI, ModularFramework, GameFeatures, GAS, etc. This particular game we developed on a flat hierarchy where everyone wore multiple hats.
My Responsibilities
- Various prototyping and development to demo release.
- Developed UI/UX and a lot of general gameplay. Modified Lyra Settings to improve modularity and UI/UX.
- Handled full Localization support and pipeline. Implemented system to support dynamic richtext with setup for input arguments for literal value or use of external attribute of various sources, as well hierarchical overrides and style management.
- Wrote custom InputPreprocessor to counter the cursor’s visual offset from the UI morphed by the screen CRT Filter.
- 3Cs (e.g. PaperZD character ABP; camera behavior and controls; Level Sequences)
- Developed stepped generation flow for level grid population based on RNG seeding.
- Owned and implemented full Controller Support.
- Fully Steam Deck supported (incl Virtual Keyboard).
- Implemented Steam Leaderboards with task system in a platform-abstracted layer.
- Accompanied with a system for scoped stats to accumulate stats across various scopes (turn, level, round, profile).
- Developed Dev Tools for convenience and quality control, using Editor Utility Widgets, ImGui, and Cheat Extensions.
- Responsible for Demo deployment, including branching/merging pipelines.
- Showcasing at various events, including Dutch Game Awards.
- Backend setups and succesful dry runs on various other platforms.