The year 2024 is almost done, here is some project I worked on :
PC- Wildlife Warfare - Released on Steam this December 2024 https://store.steampowered.com/app/3130720/Wildlife_Warfare One of my recent projects was a Steam Multiplayer game, where I focused on implementing key gameplay systems and features. My responsibilities included designing and developing the multiplayer logic, menus, and an engaging combat system.
This project stands out with its dynamic gameplay elements, such as:
Dismemberment mechanics, adding a visceral and cinematic feel to combat.
Team Deathmatch mode, fostering competitive and cooperative multiplayer experiences.
A dynamic fighting system, offering fluid and responsive combat that keeps players on their toes.
This project allowed me to push the boundaries of multiplayer design while ensuring the gameplay remained fun, challenging, and immersive.
Mobile - Vulcan's Creed - Crypto project Android & Apple
https://play.google.com/store/apps/details?id=com.VulcanForged.VulcansCreed
I recently worked on a multiplayer project where I was responsible for implementing matchmaking using AWS Gamelift. The goal was to transform the original "solo" game concept into a multiplayer experience, where players could compete and earn PYR tokens in a play-to-earn ecosystem.
AWS Gamelift Integration: Managing the matchmaking system was both rewarding and challenging, particularly in ensuring scalability and smooth player connections.
Legacy Version Development: The project was developed in Unreal Engine 4.27, while the industry has since moved to version 5.4. Working with an older engine required creative problem-solving to integrate modern multiplayer features.
C++ Dominated Workflow: The codebase was primarily in C++ (90%), a departure from my usual workflow, where I prefer a 60/40 split between Blueprints and C++. While I enjoy the control and efficiency of C++, I find Blueprints invaluable for maintaining a clear project overview.
Art- The Wayfarer’s Journey through Tim Storrier’s World
I had the privilege of working with two incredible artists, Tim Storrier and James McGrath, on a unique project that aimed to bring Tim Storrier's paintings to life using Unreal Engine 5. This project combined traditional art with cutting-edge technology, and I was thrilled to lead the charge.
My Role in the Project:
Art Direction: I directed the artistic vision, collaborating closely with the talented artists to ensure their work transitioned seamlessly into a digital medium.
Technical Implementation: I also handled key visual effects, such as the rope on fire, which added a dynamic, immersive element to the paintings.
Problem-Solving: Each painting posed its own challenges, requiring innovative solutions to maintain the integrity of the original artwork while enhancing it through interactivity and visual effects.
Notable Achievements:
One of the standout pieces, The Wayfarer, was particularly complex to recreate digitally. However, thanks to the incredible efforts of our team, we overcame the challenges and delivered a stunning result.
Once completed, the project will be showcased in a museum, allowing visitors to experience these paintings in a new, interactive way.
This collaboration was a unique blend of art and technology, and I’m proud to have been part of such a groundbreaking endeavor.
More about the artist: https://www.artgallery.nsw.gov.au/prizes/archibald/2012/29250/
Python Automatisation - Metahuman LipSynch UE5.5
One of my most exciting recent projects involved creating a fully automated pipeline for generating MetaHuman lip-sync animations in Unreal Engine 5.5. The challenge was to achieve this in a headless configuration, meaning the entire process had to run without human intervention.
Project Workflow:
Audio Processing: The system retrieves audio files from an S3 bucket.
Unreal Engine Automation:
Launch Unreal Engine in headless mode.
Import the sound file.
Create a lip-sync animation for a specific MetaHuman head.
Render a high-quality 256x256 video, outputting the result as a sequence of EXR files.
Video Conversion: Convert the EXR files into an MP4 video using an automated pipeline.
Upload to S3: The final MP4 file is uploaded back to the S3 bucket.
Challenges and Achievements:
Headless Workflow: Automating Unreal Engine tasks without manual input was a significant technical challenge but also a rewarding achievement.
Python & C++ Integration: Most of the logic was written in Python and C++, with Python handling external workflows and C++ managing Unreal Engine-specific tasks.
Efficiency Improvements: Despite the complexity, I honed my Python skills significantly throughout the project, tackling challenges in automation and asset management.
This project pushed my boundaries in both automation and technical problem-solving. It was a defining challenge for 2024, and I’m proud of the results and the skills I developed along the way.
VR Meta Quest 3 - Controlling robotic with VR & Websockets !
One of the most exciting projects I’ve worked on recently involved combining VR technology with robotics, using a Meta Quest 3 headset and WebSockets for real-time communication. The goal was to create a VR interface that could control a real-world robot, making for a highly immersive and interactive experience.
Project Highlights:
Creating the VR Template:
Started by acquiring the robot’s URDF (Unified Robot Description Format) files.
Reworked these files into FBX format using 3DS Max to bring the robot hands into Unreal Engine.
Building the Animation Blueprint:
Developed an Animation Blueprint to accurately replicate the robot’s hand movements in VR.
Linked Meta Quest 3 controller data (position, trigger presses, etc.) to the animations for seamless control.
WebSocket Integration:
Designed a system to transmit controller values (like hand position and button inputs) to a WebSocket.
These values were then used to control the actual robot connected to the WebSocket.
Testing with Meta Quest 3:
Deployed the VR application by building and transferring an APK to the Meta Quest 3 headset.
Conducted real-time testing in VR to ensure accurate and responsive robot control.
Challenges and Achievements:
Converting URDF to FBX: This process required careful adjustments to ensure the robot’s design remained true to the original while being compatible with Unreal Engine.
Real-Time Communication: Setting up WebSocket communication for low-latency control was both a technical challenge and a rewarding accomplishment.
VR Optimization: Testing on the Meta Quest 3 highlighted the importance of optimizing VR performance for a smooth user experience.
This project was a perfect blend of VR development, robotics, and real-time communication technologies, making it both fun and technically enriching. It was incredibly satisfying to see the robot respond in real time to VR inputs, bridging the gap between virtual and physical worlds.
info sent to the robot :
{"map":"HandLR","Vx_L":"-97.331224","Vy_L":"-30.446378","Vz_L":"70.798549","Rx_L":"-51.776814","Ry_L":"-30.587025","Rz_L":"-158.378998","Button1_L":false,"Button2_L":false,"TriggerPress_L":"0.0","Vx_R":"-79.741392","Vy_R":"-38.434817","Vz_R":"95.29947","Rx_R":"20.987871","Ry_R":"17.046551","Rz_R":"-96.031425","Button1_R":false,"Button2_R":false,"TriggerPress_R":"0.0","time-stamp":"21Hour 35 Min 27 Ssec619 MiliSec"}
PC- Boat training live simulation
One of the highlights of my work this year has been contributing to a live simulation system designed for tanker training. This project is still ongoing, and while I can’t disclose many specifics, it has been an incredible experience working on a system of this scale and complexity.
My Contributions:
Project Organization & Team Coordination: Early on, I played a key role in organizing the project structure and helping the team streamline workflows to tackle this ambitious simulation.
Complete UI Overhaul: I took charge of redesigning the entire user interface, ensuring it was intuitive, modern, and well-suited for the simulation’s demands.
Development of New Systems: Beyond the UI, I worked on developing new features and systems integral to the simulation, focusing on functionality, performance, and user experience.
Code Review & Optimization: Conducted in-depth code reviews to maintain quality and improve the project’s architecture.
Sound Design: Added dynamic and immersive sound elements to enhance the realism of the simulation.
Why This Project Stands Out:
This tanker training simulation is a highly innovative system, and being part of its development has been both a challenge and a privilege. From tackling the complexities of team management to diving into technical development, this project has pushed me to grow and contribute across various aspects of game and simulation design.
It’s an amazing project, and I’m genuinely excited to continue working on it as it progresses!
Old version :
New desgin :
UEFN Adventures ! https://fortnite.gg/creative?creator=vrexodus
Over the year, I’ve been diving into Unreal Engine for Fortnite (UEFN), where I’ve had the chance to create and release six unique maps. This journey also introduced me to VERSE, Fortnite’s programming language, which has been a fantastic learning experience.
Highlights from the UEFN Projects:
RATMAP: My most successful map, offering players a thrilling and creative experience that stood out in the community.
TYCOON: Another standout project that incorporated fun mechanics to keep players engaged.
Each map presented its own challenges and opportunities, allowing me to push the limits of what’s possible in UEFN.
Taking a Breather:
In October, I took a small pause from UEFN development to focus on other projects. Balancing multiple creative endeavors has been exciting, but it was important to step back and re-energize.
This adventure with UEFN has been a rewarding experience, and I’m looking forward to jumping back in soon with even more ideas and innovations!
Some few trailers of UEFN projects:
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