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Programming Project

Everent

A sky-surfing game where the player can ride almost any surface, with traversal systems built around speed, flow, and player feel.

Role: Programmer

Tools: Unreal Engine, C++, Blueprints

Duration: Oct. 2025 - July 2026

Everent placeholder image

Overview

Project Description

On Everent, I worked as a programmer on a team of 18 alongside programmers, tech designers, level designers, artists, and tech artists. My work focused on traversal and progression systems for a sky-surfing experience built around momentum and flexible movement.

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Technical Block

Technical Focus

  • Wind Tunnel system that gradually pulls players and physics-driven pawns in a direction
  • Rail Grinding system that gives players a faster, more stylish traversal option
  • Save backend for creating, deleting, and tracking progression across save files
  • Cross-discipline iteration with designers and artists to tune feel and usability

Picture Block

Screenshot / Diagram

Everent placeholder image

Swap this placeholder for an in-game screenshot, engine capture, diagram, or before/after image.

Snippet Block

Code Snippet

// Example structure for a traversal volume update
ApplyWindTunnelForce(entity)
    direction = GetTunnelDirection()
    force = direction * windStrength
    entity.AddForce(force)
    ClampVelocityForControl(entity)

Description Block

What This Block Explains

Use this section to show traversal code, Blueprint screenshots, tuning values, or diagrams that explain how wind tunnels, rail grinding, or save data are structured.

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Gallery

Gallery & Process Images