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