Sub Umbra

Placeholder trailer
About the project
Engine: Custom Engine
Editor: Unreal Engine
Language: C++
Time: 15w x 20h
Sub Umbra was the second project made with our groups custom Engine. This project was a third person game, and we opted to go for a horror game. Us programmers made it so our specializations could be used in the game, such as my Inventory System. In this project also had to implemented Visual Scripting for smaller things such as scripted events.
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My Contributions
The first thing I did was work on the level importer. During our last project we noticed it was on the slow side. Long story short I implemented binary loading with help of Linus Erkfeldt who created a tool for serialization and implement our engines binary files. This lowered loading times from 45 seconds to roughly 3 seconds seconds on a main level. The loading times increased after more content was added, but it was still way faster.
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I also worked on the Visual Scripting Editor, implementing as much functionality as possible such as, moving objects, OnTrigger & OnCollision, getting a specific actor and accessing its components and functionality. This was needed for the complex scripted event that we had planned.
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Towards the end of the project I had to take over some of our PhysX, solving bugs and clearing warnings and errors.
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I also implemented my Inventory System in this project. I tried to make it easy for my fellow programmers to access and work with.
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