Contributed to a variety of systems and features in Submerged: Hidden Depths, a stadia exclusive made with Unreal Engine 4 (C++, BP).
Contributed to:
Game flow implementation – tutorialisation, story progression• Reactive world event systems (regional weather, ambient destruction)
Placement systems/tools for foliage & ocean interaction SFX & VFX w/designer config
Assorted UI and supporting Systems
Map screen with dynamic icon placement/pan/zoom, telescope discovery
HUD notification and tutorial Systems
VFX implementation, Ocean ripple reflection, Misc Shader development.