P.A.I.N.T
P.A.I.N.T. is an online cooperative third-person shooter where you join the P.U.N.K.S. The P.U.N.K.S are a bunch of rebels that hang around in their ultimate hideout. They despise order and structure thus try to correct the world with their paint blasters. There is just one thing standing in their way, the sinister S.U.I.T.S. corporation. They manufacture their mundane suits in their massive grim factory.
- Technology Used:
Visual Studio, Jira, Jenkins, Perforce - Student Year:
Third Year - Platform(s):
Windows, PS4 - Engine:
Unreal Engine 4
- Development Time:
16 weeks - Programming Language(s):
C++, Blueprints - Team Size:
6 programmers, 7 designers, 6 artists, 1 producer
Role(s):
- Engine Programmer
- Gameplay Programmer
Highlighted Contribution(s)
Resolving Technical Debt:
I joined this team in the later half of the project, with 16 weeks of development time left the team's velocity was heavily
penalised by the poor structure within project. By analysing and decoupling overly coupled structures,
I helped speed up development by making it possible for multiple team members to work simultaneous, whereas before this wasn't possible.
UV Painting:
P.A.I.N.T. as the name implies is a game with a lot of paint. To increase the cleaning costs, I implemented uv painting on the enemies.
By unwraping a mesh into its uv form and taking the hit location, I can render the unwrapped mesh with a splatter mask on the hitlocation on a texture.
I then use this mask to blend between textures in the enemy character's material.
Various Gameplay Features and fixing bugs:
During the last block of the project I was involved with a lot of smaller gameplay features,
for example UI (HUD, Objective marker, reviving timer), reviving players and decal on moving objects.
And fixing small yet gamebreaking bugs, networking issues, broken animation, etc.