PORTFOLIO

Gameplay Programming (C++, Blueprints, C#)

Unreal Engine 5 / Unity

Montion Capture 

HF4 (High Frontier 4 All)

Unity / C#

Pause Game for Multiplayer , Video Animation

PAUSE GAME 

How I did it:

  • Server-Client Signal System: Players send a pause request to the server using C# network messages. The server validates the request and broadcasts it to all connected clients in real-time.

  • Voting UI: Designed a dynamic UI showing all players and their votes, including a live vote tally, so everyone can track progress toward pausing.

  • Majority Decision Logic: The server counts votes, freezes the game state once the majority threshold is reached, and prevents any player from bypassing the pause or resume process.

  • Real-Time Feedback: Implemented instant vote updates.

  • Block Manager UI: Implemented a UI blocking system to prevent the pause menu from closing or being interrupted when players interact with other in-game actions. This ensures the pause process remains stable and user-friendly, even during concurrent interactions.

 

VIDEO ANIMATION 

  • Video files are stored in the Resources folder, and I wrote a system that searches for videos containing the word “Landing” and automatically assigns them to the corresponding player (e.g., CNSA, NASA).

  • Each player has their own color and assigned video.

HandleResumeRequestServer

Purpose: Processes a player’s request to resume the game after a pause.

How it works:

  • Receives a request from a client when a player wants to resume gameplay.

  • Records the player’s vote and checks whether the majority has agreed to resume.

  • If the majority is reached, it triggers the game to resume for all players.

     

     

VoteResumeServerRpc

Purpose: Handles individual player votes for resuming the game.

How it works:

  • Each player’s vote is sent to the server in real-time.

  • Updates the vote tally and propagates changes to all clients.

  • Provides immediate feedback to players via UI updates, keeping everyone informed about vote progress.

Skills & Impact

Networking & Server-Client Synchronization: Implemented server-authoritative control using ServerRpc, ensuring consistent game state and preventing premature game resumption.

Multiplayer Vote Tracking: Managed real-time voting logic for pause/resume, updating vote tallies and UI dynamically across all clients.

UI Feedback & Player Engagement: Designed responsive UI to display live vote counts and feedback, keeping all players informed.

Technical Skills: C#, Unity UI, event-driven design, networked game logic, multiplayer system design.

Agent K 

Character System & AI

Unreal Enigne / Blueprints:

  • Combat and Shooting

    • Shooting, aiming, damage, and character/AI reactions

    Crouch, Climb, Stealth, Locomotion

    • Full control and smooth character movement

    Animations and Motion Capture

    • Sign language for the protagonist, cutscenes, and short films

    Dialogue and RPG System

    • Player choices affect story and NPC/AI reactions

    • Created interactive dialogues and NPC responses based on player decisions

    Character AI

    • Patrolling, responding to player crimes, attacking, conversing, and performing tasks

    • Behavior Trees control NPC decision-making based on environment, player interactions, and situational context

    • Day/Night NPC awareness: NPCs see the player only at close range at night, but detect from a distance during the day

    Camera System

    • Area patrol and environmental interaction

    Puzzles and Interactive Mechanics

    • Require logical thinking and strategy from the player

C++ – Drone AI System

  • Patrols environment when the player is not visible

  • Searches for a few seconds if the player disappears from sight, then returns to normal patrol

  • Triggers alarm and shoots when the player is detected

Technologies & Tools

  • Unreal Engine 5 (Blueprints & C++) – all gameplay logic and AI systems

  • Motion Capture – animations for movement and sign language

  • Results / Achievements

    • Comprehensive character system with wide range of movement, combat, and interactions

    • Dynamic AI reacting to player actions and decisions within the RPG system

    • Smooth sign language animations integrated into cutscenes

    • Game prototype combining RPG, stealth, puzzles, and combat systems, entirely created in Blueprints

Patrol Drone AI

Unreal Engine / C++

  • I created drone behavior in the game based on patrol logic and player detection.

  • I implemented a decision tree controlling the drone's behavior:

    • Player detected → drone interrupts patrol, stops, and shoots.

    • No player in sight → drone returns to patrol points.

  • This allows the drone to react dynamically, making its behavior both realistic and predictable for the player.

NPC Behavior (Behavior Trees & AI Systems)

  • NPC AI: I designed neutral and hostile NPCs that patrol the environment, respond to the player’s presence, and interact with their surroundings.

  • Behavior Trees: Control NPC decision-making based on environmental conditions, player interactions, and situational context, enabling complex, adaptive behaviors in real time.

  • Interactive Reactions: NPCs can respond to player actions in various ways, such as evading, attacking, or engaging in dialogue, enhancing game immersion.

Key Skills Demonstrated:

  • Advanced AI and NPC logic design

  • Dynamic combat and shooting system implementation

  • Integration of Blueprints and C++ for gameplay and AI

  • Realistic NPC behavior responding to environmental and player conditions

  • Creation of interactive gameplay, patrol, detection, and dialogue systems

Wingman

Unity / C#

I was responsible for several key game elements: audio, UI, and plane control.

  • Audio Design – created and implemented sound effects and the game’s music track.

  • Checkpoint Development – developed a system of checkpoints that the player must pass through, including collision detection and level progression.

  • Plane Movement UI – designed the interface for controlling the plane, including:

    • Plane rotation and flips in response to player input.

    • Touchscreen button layout that is intuitive for the player.

Montion Capture 

I am creating a character of a young girl from scratch, from the 3D model to animations in sign language. The project is still in development – I am refining the details of hand movements and facial expressions to make the sign language fully natural and readable

What has been done

  • 3D character modeling and skeleton rigging in Blender.

  • Initial motion capture recordings using Rokoko integrated for sign language gestures.

  • Basic character animations and interactions with the environment.

Work in progress

  • Refining facial expressions to realistically convey emotions and intentions.

  • Improving hand and arm movements to ensure sign language gestures are accurate and natural.

  • Optimizing animations for smoothness and synchronization with Rokoko motion capture data.

  • Project goal

    • Create a realistic animation of a character using sign language.

    • Showcase the process of motion capture and character animation from scratch using Rokoko → Blender workflow.

    • Final product: Animations for a December calendar — not primarily for a game, though the character could potentially be used in a game in the future.

Video showcase:

First video: Sign language animation without facial expressions.

Second video: Full animation with sign language and facial expressions, showing emotion and intention.

Final Video : Final animation.

E-mail

kamila.kuzmiuk@gmail.com

Website

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