LimitBreak Mentorship Program
This is an ongoing Unreal Engine 5 horror game project I'm building as a portfolio piece. The focus is on solidifying game programming fundamentals, applying design patterns, and maintaining clean coding practices. It began as part of a mentorship program I joined last year.
This is a collaborative project made possible thanks to the supervision of Dmitry Galenko as part of the LimitBreak Mentorship program.
- Game Programming Patterns: State machines, component-driven design, Event-Driven Gameplay, modular AI, OOP Principles.
- Code Quality: Emphasis on readable, maintainable code with consistent standards.
- Version Control using Git and Fork Feature branches are used to keep development organised and traceable.
| Branch | Description |
|---|---|
main |
Default branch. Stable base for merging completed features. |
core/Player-FSM |
Core state machine logic for player character behaviour. |
feature/animation-system |
Working on animation blueprint integration and system modularity. |
feature/enemy/ai-behaviour |
Implementing enemy decision-making and perception systems. |
feature/enemy/base-setup |
Basic enemy actor structure, movement, and detection groundwork. |
greyboxing/guest-house |
Level greyboxing for an early playable environment using the Prologue in Resident Evil 7 as a base (guest house area). |
health |
Health component logic — shared between player and enemies. |
- Gas Integration
Thanks for checking out the project! 🙌