PORTFOLIO
Gameplay Programming (C++, Blueprints, C#)
Unreal Engine 5 / Unity
Montion Capture
Unity / C#
Pause Game for Multiplayer , Video Animation
PAUSE GAME
How I did it:
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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.
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Voting UI: Designed a dynamic UI showing all players and their votes, including a live vote tally, so everyone can track progress toward pausing.
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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.
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Real-Time Feedback: Implemented instant vote updates.
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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
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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).
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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:
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Receives a request from a client when a player wants to resume gameplay.
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Records the player’s vote and checks whether the majority has agreed to resume.
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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:
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Each player’s vote is sent to the server in real-time.
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Updates the vote tally and propagates changes to all clients.
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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:
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Combat and Shooting
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Shooting, aiming, damage, and character/AI reactions
Crouch, Climb, Stealth, Locomotion
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Full control and smooth character movement
Animations and Motion Capture
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Sign language for the protagonist, cutscenes, and short films
Dialogue and RPG System
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Player choices affect story and NPC/AI reactions
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Created interactive dialogues and NPC responses based on player decisions
Character AI
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Patrolling, responding to player crimes, attacking, conversing, and performing tasks
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Behavior Trees control NPC decision-making based on environment, player interactions, and situational context
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Day/Night NPC awareness: NPCs see the player only at close range at night, but detect from a distance during the day
Camera System
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Area patrol and environmental interaction
Puzzles and Interactive Mechanics
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Require logical thinking and strategy from the player
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C++ – Drone AI System
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Patrols environment when the player is not visible
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Searches for a few seconds if the player disappears from sight, then returns to normal patrol
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Triggers alarm and shoots when the player is detected
Technologies & Tools
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Unreal Engine 5 (Blueprints & C++) – all gameplay logic and AI systems
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Motion Capture – animations for movement and sign language
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Results / Achievements
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Comprehensive character system with wide range of movement, combat, and interactions
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Dynamic AI reacting to player actions and decisions within the RPG system
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Smooth sign language animations integrated into cutscenes
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Game prototype combining RPG, stealth, puzzles, and combat systems, entirely created in Blueprints
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Patrol Drone AI
Unreal Engine / C++
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I created drone behavior in the game based on patrol logic and player detection.
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I implemented a decision tree controlling the drone's behavior:
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Player detected → drone interrupts patrol, stops, and shoots.
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No player in sight → drone returns to patrol points.
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This allows the drone to react dynamically, making its behavior both realistic and predictable for the player.
NPC Behavior (Behavior Trees & AI Systems)
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NPC AI: I designed neutral and hostile NPCs that patrol the environment, respond to the player’s presence, and interact with their surroundings.
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Behavior Trees: Control NPC decision-making based on environmental conditions, player interactions, and situational context, enabling complex, adaptive behaviors in real time.
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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:
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Advanced AI and NPC logic design
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Dynamic combat and shooting system implementation
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Integration of Blueprints and C++ for gameplay and AI
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Realistic NPC behavior responding to environmental and player conditions
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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.
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Audio Design – created and implemented sound effects and the game’s music track.
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Checkpoint Development – developed a system of checkpoints that the player must pass through, including collision detection and level progression.
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Plane Movement UI – designed the interface for controlling the plane, including:
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Plane rotation and flips in response to player input.
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Touchscreen button layout that is intuitive for the player.
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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
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3D character modeling and skeleton rigging in Blender.
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Initial motion capture recordings using Rokoko integrated for sign language gestures.
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Basic character animations and interactions with the environment.
Work in progress
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Refining facial expressions to realistically convey emotions and intentions.
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Improving hand and arm movements to ensure sign language gestures are accurate and natural.
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Optimizing animations for smoothness and synchronization with Rokoko motion capture data.
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Project goal
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Create a realistic animation of a character using sign language.
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Showcase the process of motion capture and character animation from scratch using Rokoko → Blender workflow.
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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.
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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.
Projects and Works
kamila.kuzmiuk@gmail.com
Website
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