Hollow Depths cover
All work

2023

Hollow Depths

A hand-drawn metroidvania in Unreal Engine 5 with a fluid combat system, interconnected map, and data-driven boss design.

Overview

Led gameplay engineering on a 2.5D metroidvania. Built the character controller in C++ with coyote-time, buffered inputs, and a directional dash that feels tight on both keyboard and gamepad. Designed a data-driven combat framework where every attack, hitbox, and cancel window lives in a UDataAsset so designers iterate without a recompile. Implemented the seamless world-streaming layer so the interconnected map loads without hitches, and authored the boss state machines as behaviour trees with telegraphed, learnable patterns. Integrated Wwise for adaptive music that shifts with combat intensity.

Role & impact

My role

Lead gameplay programmer — controller, combat framework, and streaming.

Impact

Demo reached 40k wishlists in three weeks and won a regional indie showcase award.

Stack

Unreal Engine 5C++BlueprintWwisePerforce