

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.
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.


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.

