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
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Fight(Shoot/Flamethrower) Alien Swarm
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Stomp Alien Spawners
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Kill Alien Commanders
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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
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Developed player movement and combat systems
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Implemented flamethrower and projectile mechanics
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Integrated Animation Blueprints and gameplay animations
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Created enemy behaviors (spawners) and Event Triggers
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Designed and implemented final boss mechanics
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Developed tether and invulnerability boss phases
Systems & Architecture
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Built reusable gameplay infrastructure in C++
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Created delegate-based communication systems for team members
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Designed code architecture to support AI and UI development
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Assisted with gameplay system integration across disciplines
Audio & Presentation
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Implemented sound effects and audio systems
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Assisted with gameplay scripting and presentation flow
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Participated in recording and implementation for project showcases
Technical Challenges
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Creating Reusable Gameplay Systems to support multiple programmers working simultaneously
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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
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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.