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Project Burbank

Gameplay Engineer
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Project Burbank is an unreleased life sim developed by a small team of industry veterans in Unreal Engine 5 at Midsummer Studios in Hunt Valley, MD. Burbank uniquely explores player connection with characters and storylines through life sim/visual novel sandbox-style gameplay. I am responsible for several core systems and have a hand in nearly every feature of the game.

This project was unique in its timeframe - we rapidly designed, engineered, and iterated on all systems and pipelines to meet tight demo deadlines. As a result, as well as creating gameplay mechanics in C++ and Blueprint, I also became fluent in Slate to customize our Editor and tooling to support our designers as we rapidly iterated on the games’ development.

Development Log
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Due to the small team size of 13, my skills were leveraged in a variety of ways to support all aspects of the game. Below are some of the major systems and features I contributed to Project Burbank:

Pre- and Post-Game Flow

Utilized State Trees, asynchronous coding, and MVVM to create modular introduction gameplay systems like Character Customization, track the player's game state, and report their performance at the end of every campaign.

Procedural Interior Decoration

Created a custom Unreal Engine plugin that procedurally decorates interior gameplay space at runtime based on the unique story being followed by the player using World Partition, PCG, and custom Socket Actors.

Character Relationship System

Defined the Relationship system between dynamic characters, which propogated into gameplay via Game Effects and further evolved the characters themselves by altering their memories and behavior.

Slate Tooling

Expedited design and iteration time by writing supporting tools and custom Editors for gameplay systems in Slate.