Project Details

I served as the Lead Programmer at Vasanta Games for the Action RPG game Kongar, which was in development. Although I had only produced environment visuals in the previous development cycle (1 year), I developed a vertical slice and playable demo within 4 months, making the project production-ready.

Project Rescue & Rapid Prototyping:

  • Joined project after 1 year of unproductive development cycle
  • Produced vertical slice and playable demo from scratch within 4 months, proving project viability
  • Brought core gameplay loop, combat mechanics, and RPG systems to fully functional state
  • Enabled rapid iteration and feature expansion through modular architecture

Gameplay Ability System (GAS) Implementation:

  • Set up and configured Unreal Engine GAS from scratch for single-player
  • Designed ability system, attribute sets, gameplay effects, and gameplay tags architecture
  • Created scalable combat and progression systems with modular ability design
  • Implemented custom gameplay cues and effect execution calculations

Core RPG Systems:

  • Built quest system (objective tracking, branching quests, quest state management)
  • Developed dialog system (conversation trees, branching dialogue, NPC interaction)
  • Created designer-friendly toolset with modular, data-driven design
  • Implemented quest-dialog integration through event-driven architecture

Combat & Boss Fight Systems:

  • Developed melee combat system (combo chains, hitbox detection, damage calculation)
  • Designed and implemented boss fight mechanics (phase transitions, attack patterns, telegraphing)
  • Established ability-based combat flow with GAS integration
  • Created animation-driven combat events and hit reactions system

Inventory & Equipment Systems:

  • Developed inventory management system (item stacking, sorting, capacity management)
  • Built equipment system (stat modifications, visual equipment, loadout management)
  • Integrated equipment stat bonuses with GAS attribute system
  • Designed data-driven item definitions and rarity systems

Mount System:

  • Developed horse mounting mechanics (smooth mount/dismount transitions, mounted combat)
  • Implemented IK-based rider positioning and procedural animation blending
  • Built physics-based horse movement and terrain adaptation system

Massive Performance Optimization (20 FPS → 100 FPS):

  • Optimized 16 km² open-world map from 20 FPS to 100 FPS (%400+ improvement)
  • Applied Nanite conversion and mesh optimization strategies
  • Reduced vegetation rendering overhead through WPO (World Position Offset) optimization
  • Performed shader complexity reduction and material instance optimization
  • Minimized draw calls with texture atlas systems
  • Optimized foliage and prop rendering through ISM (Instanced Static Mesh) conversion
  • Applied culling strategies, LOD transitions, and streaming optimization
  • Identified and resolved rendering bottlenecks through GPU profiling

Architecture & Code Quality:

  • Designed all systems to be fully modular and loosely coupled
  • Ensured maintainability and extensibility through component-based design
  • Simplified designer workflow with data-driven architecture
  • Applied clean code principles and SOLID principles

Trailer