Fleshbound is a Doom inspired speed running game with parkour elements, placed in hell where you need to kill and move your way through various levels with varying gravity.
We brought the project from concept to release on Steam, a major milestone for our team.
Fleshbound was my third game project in a multidisciplinary team, but my first with Unreal Engine. It was a significant learning experience, both in adapting to a new engine and in collaborating effectively within a larger team.
One of the biggest challenges was to design and implement the entire AI system. The enemies needed to serve multiple gameplay purposes: They had to function as threats, objectives, and even traversal tools. Making their movement, attacks, and interactions feel natural while keeping the system flexible for designers was a complex but rewarding task.
Another key challenge was learning how to work efficiently in a group, especially while navigating Perforce version control. Managing merges, avoiding conflicts, and maintaining a smooth workflow between programmers, designers, and artists was crucial for the project's success.
Additionally, I learned how to troubleshoot and solve problems within Unreal, from implementing gameplay mechanics to handling visual effects like billboarding and highlighting with post-processing constraints. I also gained experience in integrating Steam features, setting up gamepad support, and researching achievement systems, giving me insight into the publishing side of game development.