top of page

Harvest Onslaught

Third-Person Mech Horde Shooter | Unreal Engine 5 | Team of 6 | Project Manager & Gameplay Programmer

Project Overview

Harvest Onslaught is a third-person mech horde shooter developed in Unreal Engine. Players defend their isolated farm on Planet B-610 against relentless alien insect attacks while gathering resources to repair a damaged energy barrier. The game combines intense combat, resource collection, and objective-based survival gameplay.

Gameplay LOOP 

​

Explore Farm

|

Fight(Shoot/Flamethrower) Alien Swarm

|

Stomp Alien Spawners

|

Kill Alien Commanders

|

Complete Objective​​​​

Roles Played:

Project Manager & Gameplay Programmer

​

As the Project Manager, I led a team of six developers, coordinated milestones, managed team communication, maintained project schedules, and presented the game during showcases, milestones and industry presentations.

​

As Gameplay Programmer, I developed core gameplay systems in C++ and worked closely with designers, artists, animators, and programmers to deliver the final experience.

Key Contributions for ​Gameplay Programming

  • Developed player movement and combat systems

  • Implemented flamethrower and projectile mechanics

  • Integrated Animation Blueprints and gameplay animations

  • Created enemy behaviors (spawners) and Event Triggers

  • Designed and implemented final boss mechanics

  • Developed tether and invulnerability boss phases 
     

Systems & Architecture

  • Built reusable gameplay infrastructure in C++

  • Created delegate-based communication systems for team members

  • Designed code architecture to support AI and UI development

  • Assisted with gameplay system integration across disciplines 
     

Audio & Presentation

  • Implemented sound effects and audio systems

  • Assisted with gameplay scripting and presentation flow

  • Participated in recording and implementation for project showcases

Technical Challenges

  • Creating Reusable Gameplay Systems to support multiple programmers working simultaneously

  • Developing reusable gameplay infrastructure and delegate-driven communication systems. This reduced dependencies between systems and allowed AI and UI features to be integrated efficiently without tightly coupling code.

​

Boss Encounter Implementation

  • The final boss required multiple gameplay states, including tether mechanics and temporary invulnerability phases. I designed and implemented these systems while ensuring they integrated cleanly with existing combat and enemy frameworks.

bottom of page