← Back to portfolio

RATCHET IT UP GAME JAM

Die, See, Level

Ratchet It Up Game Jam · Graduate division winner

My role
Lead Programmer
Core mechanic
Motion-controlled gravity
Engine & technology
Unreal Engine / C++ / DualSense
Source on GitHub ↗

About the game

01 / OVERVIEW

Die, See, Level is a first-person gravity-control prototype built in Unreal Engine. Players tilt a DualSense controller to choose gravity, move between surfaces, and evade enemies. I served as Lead Programmer on this Game Jam project.

Gameplay systems & demos

02 / SYSTEMS
01

Enemy pursuit · Gravity-plane movement

Adapting enemies to new gravity directions so they can pursue the player along the current gravity plane.

Technical details

Enemies synchronize with player gravity, project the direction to the player onto the gravity plane, and move once their up direction aligns with gravity. This is directional pursuit rather than NavMesh path search.

View implementation ↗
Gravity-plane pursuit demo

Enemy pursuit in a changing-gravity environment.

02

Changing gravity

Choosing a new gravity direction and reorienting the character toward a new floor.

Technical details

On release, the target orientation snaps to world axes. The character rotates smoothly, then commits gravity to the movement component and begins falling. Movement and camera control use the character’s local frame.

View implementation ↗
Changing gravity

In-game demonstration of changing gravity direction.

03

Controller-driven Actor

Controlling an Actor in the scene with motion input from a controller.

Technical details

The project integrates DualSense gyroscope input over time and composes orientation with quaternions. Dominant-axis selection and a small noise threshold stabilize the gravity indicator.

View implementation ↗
Controller-driven Actor demo

A recording of the motion-control prototype.