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Junior Collaborative
This is my junior Collaborative project where I worked on a tower defence game in team of 20 people that got review by Rockstars. I was part of the tech so I mainly focues on the functionality of the UI, game loop, some of the enemis, the base, and the character. I only worked on blueprint. Grade 70% first.

What was my role?
I was a technical designer on this tower defense game project, which was viewed by Rockstar Games. I worked on a variety of aspects of the game, including the UI, enemy attack function, and game loop.
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HUD: I designed and implemented a heads up that is both intuitive and informative.
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Enemy attack function: I developed some of the enemies attack function that is challenging but fair.
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Game loop: I created a game loop that is optimized for performance and scalability.
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Faced challenges in managing tech team due to limited communication from senior member
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I am proud of the work I did on this project

Example of my Blueprints
BP_damagePlayer
This is a code that I made that ensures the enemies deal damage to the player using a box collision. It will do every seconds if it is valid subtract the amount. A line trace would have been a better choice because even if the attack just touches the edge of the box.

This is the old version of the enemy search of players. This searches for the player as long as the player is in range. A line trace would have been more accurate than a collision. I decided to keep this because I did not have enough time.

This uses a sphere trace instead to search for targets, I had to change the time to find the perfect balance. I had to make sure if it detects the towers, goal or pawn.

This makes it instantiate the projectile before the particle system because I want to make sure the flying enemy creates the smoking effect after it fires.
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The timer is set to 0.1 because it would take too long for the smoking effect to disappear.

This moves the projectile by lerping to the potition if the target is valid set the location of the actor

For some reason without the do once it deals damage during the entire duration of the movement. The do once seems to be enough.

It then deals damage overtime. This is the only enemy in the game that does that which adds uniqqunes in the game.

It sets the visibility of the sphere to false after it overlaps so it does disappears.

We did not end up using this because it was too difficult for me to implement it. So I had to abbandon it. It would have made the trajectory of the projectile more accurate.

This is the formula.

This deals damage to the player using a sphere collision, again a line trace would have been better.

This a sphere trace that deals damage to the tower but a line trace would have been better.

This calls the seed drop function.
