DogPunk is a high-octane FPS where you play as a prototype dog soldier, fighting to escape confinement and uncover the mystery of your creation.
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YouTube: https://www.youtube.com/channel/UClNrQwkFwgdFT5JnhrPdFaA
I devised and implemented 33 enemy types with modifiers utilizing Behavior Trees/EQS, Components complemented by crafted audio and art assets to deliver diverse combat encounters across varying difficulty levels.
I designed and created over 20+ passive and active abilities ranged from stats incease, movement, defense, to combat.
I followed component design pattern and data-driven philosophy to make modular systems in DogPunk.
I created various weapons firing logics following Inheritance and data-driven methods to maintain and balance weapon stats. I used Data Assets and Map variable to manage its upgrade stats. The recoil was created procedually in Anim Blueprint.
Environmental interaction to add dynamics in the levels under different theme.
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