Town of Zoz Gameplay

TOWN OF ZOZ

Role: Gameplay Engineer, Editor Tools, Engine Programming
Tools: Unreal Engine 5, C++, Unreal Blueprints

I worked on this game from prototype until launch with a small group of developers to create this project that we are very proud of.

As part of the core programming team, I delved into many game systems. I built an inventory system and how items are treated in the backpack, world and shops. I also worked on many aspects of the gameplay, like combat, interactions, cooking minigame and boss fights.

Town of Zoz Mechanics

Technical Challenges

I worked building a custom deterministic physics engine for this game. Determinism adds a lot of challenges, because we had to work with Fixed Scalar numbers, meaning that we had less precision on math operations and had to be very careful not to introduce any non-deterministic operations in the code.

The collision detection system was particularly challenging to implement. We used a Dynamic Bounding Volume Hierarchy Tree and a custom GJK algorithm.

I worked very closely with the design department on some of the core gameplay systems of the game. We communicated constantly and iterated a lot to reach the desired results on each of these.

  • Complete cooking minigame.

  • Boss fights with unique gameplay elements.

  • Day and night system.

  • Items, inventory and shops.

  • Internal editor tools.

  • Enemy AI.