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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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I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 23rd. Any internship offers can be made on May 5th, at the earliest.
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