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C77 Entertainment

Project Slingshot (Online Multiplayer Shooter)

Role(s): Technical Designer

Team Size: 13 people

Engine: Unreal Engine 4

Platform(s): PC

Worked 04/2020 - 12/2020

*Worked remote for the entire time

C77 Logo V4.png
ProjectSlingshot.PNG

C77 Entertainment is gaming company working on an unannounced project. Due to signing a NDA I cannot disclose everything I have worked on at this company, nor show any video footage said work.

Designed and Implemented SpawnZone System To Improved Designer Workflow

I was in charge of getting the spawn system much easier to use. I made it easy to see at a glance where the spawn points where and made sure that the gamemode was ensuring spawn point validity. More specifically what I did was:

  • Allowed developers to place spawn points manually while being able to see what location and direction the player will spawn in.

  • Maintained accurate information that was always pulled from the server.

  • Updated the spawning logic to ensure the gamemode was always choosing a valid spawn point for the player.

C77_SpawnPoints
SetSpawnLocations.gif

Adding and removing widgets on the fly

C77_UI

Designed and Implemented an UI Management System To Add and Remove Widgets Intuitively

Designed and implemented an UI management system to add and remove widgets intuitively. It automatically:

  • Manages widget layering and prevents duplicates.

  • Set what widget the user has selected and what inputs they can use.

  • Dynamically change UI visibility based on playerstate.

WidgetSystemSmall.gif

Adding and removing widgets on the fly

Wrote Documentation with Supplementary Materials like Gifs, Images, and Source Assets

I wrote documentation for the above tools that included supplementary materials like gifs, images and source assets. Included were:

  • How to add and remove UI.

  • Relevant asset file paths.

  • Breakdown of generally useful functions.

  • When to use certain interfaces and why.

C77_Doc
C77_DesignerWorkflow

Created UI Designer Workflow Improvements

While working on the UI system listed above I made in-game UI and found some ways to improve the process. The two big ones were:

  • The ability to get player specific color values that were needed for some UI. Previously they were called in an inefficient way that wasn't performance friendly, so I created a purecast node that would handle the entire process in a performant way.

  • Premade custom button widgets that designers could drag and drop into widgets that would have all their functionality working (hover/select/etc color, tell it's owner it was clicked, etc).

Populated UI with Server Accurate Information

I created UI that pulled info from the server to keep server accurate info that was performant.

C77_ServerAccurateUI

Overrode Source Code to Better Control Player Spawning Process

We needed more control over the spawning process so I looked in the source code to find what functions we needed to override. We did this through blueprints so no-one needed to be able to use C++ to update the functionality.

C77_OverrodeSourceCode
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