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2018-2021

AA Game Development

CastleStorm 2

My first full-time gamedev role was working on CastleStorm 2 for 2 years. It wasn't my genre of a game, but as somebody with near-zero relevant experience, it brought lots of challenges and self-development. The game had two layers, similarly to the Heroes of Might and Might series: a strategic map, and a battle-ground. I was responsible for the former, and our senior programmer worked on the combat game mode.

Strategic Map

Besides the map, I was also the one to implement our menu framework (gamepad / keyboard interoperability, navigation, et cetera).

We were using Unreal Engine 4, mostly blueprints (with some supporting C++ code of course), so that technical designers / artists can also change any logic (it was a very small team, around 8 people, so everybody wore more hats).

We sticked to the launcher engine for a long time, so all of my engine changes were done via pull requests.

Circus Electrique

In the next year, I was doing mostly UI work on Circus Electrique.

Same as for CastleStorm, I was doing most of the UI framework, but I was also building several in-game menus, mini-games, etc.

Menu in CE