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USC MFA THESIS / GAMEPLAY ENGINEERING

The Man I Invented

First-person sci-fi action survival · USC MFA thesis

My role
Lead Programmer
Timeline
May 2026 — Present
Engine & technology
Unreal Engine / C++ / GAS

About the game

01 / OVERVIEW

The Man I Invented is a first-person sci-fi action survival game developed as a USC MFA thesis project. Its systems span character combat, equipment switching, enemy behavior, and persistent world state. As Lead Programmer, I work on these gameplay systems and first-person animation.

Project demo

02 / VIDEO

Procedural animation · Unreal Engine 5

This 29-second demo showcases procedural animation. Read about the systems I worked on below.

THE MAN I INVENTED

Project demo · Bilibili

Watch on Bilibili ↗

Video hosted on Bilibili. If the player does not load, watch on the original site. Bilibili ↗

My contributions

03 / SYSTEMS

As Lead Programmer, I worked on the following systems and their technical implementation.

01

Characters, equipment & combat

Connected equipment switching, firing, ammunition, reloading, and damage into one combat flow, with repair and explosive projectile variants.

  • C++
  • Gameplay Ability System
  • PlayerState
Technical details

Built data-driven character and equipment systems in C++ with GAS. PlayerState owns the player ASC; equipment swaps grant and revoke abilities for input, firing, ammunition, reloading, and damage. Extended a shared projectile base for repair and explosive rounds.

02

Persistent world state

Stored object state across the world, supporting reconstruction of runtime objects and tracking objects that have been permanently destroyed.

  • GameInstanceSubsystem
  • GUID
  • State interfaces
Technical details

Designed a component-based persistence framework using GameInstanceSubsystem, persistent GUIDs, and a custom state interface, supporting runtime reconstruction, permanent-destruction records, and state restoration.

03

Enemy AI & abilities

Built a shared combat foundation for humanoid, nightmare, and boss enemies, with behavior subtrees and ability configurations shaping their combat behavior.

  • Behavior Trees
  • GAS
  • Attributes
Technical details

Built a shared enemy-combat base for ASC, attributes, and abilities, with humanoid, nightmare, and boss variants. Reused AI through dynamic behavior subtrees and selected abilities by phase and distance, including invisibility and area barrages.

04

Modular first-person animation

Coordinated separate arms, visible legs, and full-body shadows, extending animation for different weapons and adding movement leaning and weapon lag.

  • Linked Anim Layers
  • Animation templates
  • Spring damping
Technical details

Created skeleton-independent animation templates and weapon-specific Linked Anim Layers. Coordinated separate arms, visible legs, and full-body shadows, with bone-driven leaning and spring-damped weapon lag.

05

Combat feedback

Connected combat events to effects, audio, and camera feedback through a shared mechanism for different combat actions.

  • Gameplay Cues
  • Niagara
  • Spatial audio
Technical details

Decoupled combat from audiovisual feedback with Gameplay Tags and Gameplay Cues, integrating Niagara, blood decals, spatial audio, and camera shake.