
Prison Break
Role: Game Developer & Designer
​Genre: Tile-Based
​Engine: Unreal 4.26
Game Overview:
This was the first project where I combined both C# and blueprints. The focus of this project was to help us understand the logic of coding, and this project is the one that made everything "click" for me. It may be simple and not very pretty, but I put much work into this project. The game features many elements I hadn't implemented before, and it was wonderful to use my foundation of knowledge to work and solve issues. This project was the first time I felt my brain begin to think like a designer. For example, with the guards, I had to figure out a way to have them detect the player while also ignoring other elements. This was my first time using an AI-based enemy system. Previously I had worked mainly with collisions and line-traces, but this project needed a different solution.
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With the gates, I implemented those using classes, something I had only worked with once. It was imperative to put my Object Oriented principles to use. Having the correct gate open with the correct pad and having the gate open just the right amount required an understanding of how objects move in the "world." I essentially had one pad and gate set to an array; the code ran the array's length and checked it against a bool. If the number gate were the same as the one noted in the array, the gate would open.

