Game Programmer Portfolio
Language: C++ | Engine: Unreal Engine | Team Size: 1 | Released: Oct 2025

Introduction
This project was developed independently as a technical exploration of native C++ gameplay systems architecture within Unreal Engine. The core objective was to reverse-engineer and optimize the dynamic, physics-based lock-on targeting systems popularized by iconic 3D action-adventure titles like The Legend of Zelda. By working strictly within C++, the project serves as a showcase of algorithmic camera manipulation, computational geometry, and modular AI design patterns inside Unreal’s gameplay framework.
Contributions
Dynamic Camera Matrix & Spring Arm Manipulation
The foundational architecture of the project relies on a custom camera rig engineered entirely via C++ scripts rather than Blueprint nodes.

Spatial Multi-Target Switching Mechanics
To facilitate combat fluidity against dense groups of enemies, I engineered robust algorithmic proximity-sorting systems.


Supporting Gameplay Systems
To accurately stress-test the camera mechanics in a real-time combat scenario, I authored an array of foundational gameplay modules.

What I Learned
This project served as a comprehensive deep-dive into native C++ engine integration, providing essential familiarity with Unreal Engine’s underlying gameplay framework, memory management protocols, and character controller hierarchies. Transitioning from commercial C# environments to native C++ forced me to think deeply about system performance, pointer safety, and real-time mathematical calculations.
Developing this framework proved that supplemental assistive systems, such as an automated lock-on targeting architecture, are critical to the user experience. By removing the friction of manual camera positioning during high-intensity sequences, the system drastically reduces cognitive load and user frustration, allowing the player to focus purely on core strategic engagement. From a broader software engineering perspective, this project gave me deep insight into human-computer interaction and digital accessibility. It emphasized that high-quality software relies on creating intelligent, automated subsystems that abstract away mechanical complexity, ultimately making applications more tactile, responsive, and universally intuitive for users of varying skill levels.