Six Degrees is a Hack ’n’ Slash action game built in Unreal Engine. Technical contributions focused on C++ gameplay systems, traversal mechanics, AI tuning, and plugin-level optimizations.
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🛠️ Key Technical Contributions
- Dynamic Traversal: Designed and programmed a Wall Running System in C++ inspired by Spider-Man Remastered.
- Grappling Hook: Built a physics-based grappling hook using C++ and the Gameplay Ability System (GAS).
- Platformer Actors: Created modular platformer actors in C++, including Infinite Sliding, Ziplines, and Spline Rails.
2. Combat System & Game Flow
- GAS Combat Flow: Built combat flow logic using GAS, combining animation-driven combos, gameplay tags, and rotation locking for attack commitment.
- QTE & Takedowns: Built a Quick Time Event (QTE) system and Spider-Man style cinematic takedown prompts in C++ triggered via renderer visibility checks.
- Camera Volumes: Developed custom CameraMode Volumes in C++ with spring-arm easing to dynamically adjust camera behavior based on area context.
3. AI & Navigation Architecture
- Smart World-Aware Traversal: Extended Unreal’s Recast NavMesh with custom smart-link traversal proxies and interfaces, allowing AI to automatically negotiate procedural jump-links via Motion Warped mantles (Short, Medium, Tall) and safe ledge jumps.
- Spider-Man Combat Coordinator: Engineered a token-based combat role coordinator managing dynamic attack slots (
Attacker, Flanker, Waiter, Supporter) and threat detection that triggers AI strafe-swaps and evasion when targeted by the player. - 3D Flying AI: Developed 3D flight navigation with EQS combat repositioning, vertical Z-offsets, peer separation forces, and braking deceleration models.
- StateTree & Decision Planning: Used Unreal’s StateTree for high-level decision making alongside Behavior Trees for GAS ability execution (migrated from an initial HTN evaluation).
4. Animation & Physics
- Motion Matching & GASP: Integrated Motion Matching and GASP (Gameplay Animation Sample Project) in C++ for responsive, fluid locomotion transitions across all enemies.
- Physical Animation: Implemented Physical Animation using RBWC (Rigid Body With Constraints) for realistic hit reactions and ragdoll blending.
5. Boss Encounters
- Boss Fight Logic: Programmed combat loops, custom C++ tasks, and state machines for two boss encounters.
- Phases & Scaling: Implemented phase transitions and dynamic attack scaling based on player health thresholds.
6. Non-Linear Quest & Dialogue System
- FlowGraph Scripting: Created a branching Quest & Dialogue system using the FlowGraph plugin.
- Custom C++ Nodes: Handled branching game states via custom C++ flow nodes linking NPC dialogue, encounter triggers, and quest persistence.
- Documentation: Authored technical documentation outlining quest node creation for team designers.
7. Character Customization System
- Mutable Integration: Built character customization features using the Mutable Plugin.
- UI Integration: Integrated the customization backend with Common UI in C++ for menu navigation and mesh baking.
- 13ms → 7ms Game-Thread Optimization: Slashed Game-Thread time by 46% using Unreal Insights and an automated in-engine profiling pipeline that executes headless benchmark runs and exports trace metrics.
- Zero-Allocation & Time-Slicing: Optimized AI tick costs by eliminating per-frame heap allocations with pre-allocated evaluation vectors, frame-staggering expensive line-of-sight and ledge raycasts across ticks, and applying Significance Manager LOD scaling.