Steel Seed

   

Role: Gameplay Programmer

Engine: Unreal Engine 5

Company: Storm in a Teacup SRL

Status: Released - Available on Steam, EGS, PlayStation and XBox

A third-person action-adventure set in a dark sci-fi world where humanity is on the brink of extinction.

I have been involved in this project from the very beginning and followed the entire development cycle until release as a gameplay programmer. I worked with Unreal Engine 4 and 5, building gameplay systems in C++ that allow for extensions on the blueprint side. I also helped speed up parts of the development process by writing Python scripts for the engine. My main contributions were:

  • Implemented core player movement systems: locomotion, parkour, climbing, cover, melee combat.
  • Responsible for the full implementation and integration of character animation systems, including multilayer animation state machines, branching sequences and procedural systems with IK and physics/ragdoll setups.
  • Developed modular AI architectures combining finite hierarchical state machines, behavior trees, and environment-based decision-making for responsive and efficient pathfinding and behavior control.
  • Implemented core systems to integrate the player into cinematic sequences, developed tools for controlling cutscene flow, and supported event scripting for both interactive and non-interactive in-game scenes.
  • Responsible for the technical implementation of localization workflows, creating Python tools to automate processing and integration of both text and voice-over assets.
  • Contributed to the development and maintenance of a broad C++ backend and a suite of visual scripting tools to support non-technical team members, from early prototyping to late production stage.

This experience improved both my technical knowledge of Unreal Engine and my approach to programming tasks. I learned to always consider how others will interact with the systems I design, allowing me to anticipate potential difficulties and critical use cases.