Banana Republic is a MFA Thesis project by Nicolas Gomez Velandia, and I had an extreme pleasure to be part of his journey. As a gameplay programmer of the project, I touched on a few meaningful gameplay features such as shooting, quest, and objective system. 

Banana Republic is a MFA Thesis project by Nicolas Gomez Velandia, and I had an extreme pleasure to be part of his journey. As a gameplay programmer of the project, I touched on a few meaningful gameplay features such as shooting, quest, and objective system. 

Working with Blueprints

In this Blueprint-only Unreal Engine project, I had to adapt and learn to build extendable systems only in the Unreal Editor. This meant that for creating complex game systems such as quests and objectives, I had to extend the Game Instance. I commented, grouped nodes into features, and cleaned up blueprints so they are highly readable and easy to maintain.
I also learned to use Perforce with Unreal Engine. I built habits of checking out files and updating them with the rest of my team so no one is blocked unknowingly. I also learned to read the blueprint codebase better, extensively using the find references feature and understanding the overall game structure.

In this Blueprint-only Unreal Engine project, I had to adapt and learn to build extendable systems only in the Unreal Editor. This meant that for creating complex game systems such as quests and objectives, I had to extend the Game Instance. I commented, grouped nodes into features, and cleaned up blueprints so they are highly readable and easy to maintain.
I also learned to use Perforce with Unreal Engine. I built habits of checking out files and updating them with the rest of my team so no one is blocked unknowingly. I also learned to read the blueprint codebase better, extensively using the find references feature and understanding the overall game structure.

Animating in Unreal Engine

Animating in Unreal Engine

In one of my tasks, I also edited part of a reload animation to be reused as an inspection animation. The feature I was building was a tactical-shooter-style accurate reload, where the player swaps magazines instead of dropping the old one entirely and gaining a new full one infinitely.

In one of my tasks, I also edited part of a reload animation to be reused as an inspection animation. The feature I was building was a tactical-shooter-style accurate reload, where the player swaps magazines instead of dropping the old one entirely and gaining a new full one infinitely.