Curyeux | 2025
Tech Designer
& Gameplay Programmer
Unreal 5.4 | Perforce | Notion

Link
No link yet for this project!
Pitch
Curyeux is a single-player game where you play as Lucienne Grégoire, a brilliant painter on a journey through her own psyche to uncover why she lost her passion for art.
1. Context
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Production time of 4 months
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60 people involved
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Student project
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Based on the winning pitch, out of 5 candidates (High Level Content here)
2. My work
After contributing to the Game Design Document during pre-production, I shifted to scripting gameplay features in Blueprints, also using the Gameplay Ability System. Here are the main systems I worked on:

Camera
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Took ownership of the third-person camera system during early production.
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Detached the camera from the player actor to enable independent control and behavior.
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Implemented custom logic for camera transitions and movement, particularly during jumping and airborne states.
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Focused on creating smooth, responsive camera motion to enhance player feedback and visual clarity.
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Iterated on camera parameters (e.g., offsets, damping, field of view) to balance cinematic feel with gameplay usability.
Aim Assist & Ingredient Snapping
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Built custom aiming mechanics: reticle, aim assist, and sensitivity settings.
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Tuned aiming feel for both mouse/keyboard and gamepad.
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Developed a snapping system for interactable ingredients with:
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Dynamic target selection and soft-lock behavior.
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Visual feedback to indicate active snap targets.
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Iterated through 5 versions to refine responsiveness and precision.


Subtitles & Scripted Events systems
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Created a parameterized trigger box-based modular trigger system for cutscenes and scripted events.
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Automatically synchronized subtitles with voice lines by hooking into the audio pipeline.
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Allowed non-programmers (narrative and sound teams) to easily set up events through Blueprints.
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Allowed subtitles to dynamically adapt to playback timing, increasing accessibility and pacing.
Save & Load architecture
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Created a modular save/load system using Blueprint interfaces.
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All objects have decoupled and scalable save and load implementation.
Utilizing a custom SaveGame Blueprint class for centralized data storage. -
Allowed uniform saving of game state and player preferences (e.g., options menu).


Scripted Events & Narrative Tools
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Developed a reusable trigger box system for scripted events with customizable parameters (timing, conditions, cutscene type).
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Enabled designers to connect narrative/gameplay sequences without additional scripting.
Tools & Polish
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Created tools for debug navigation, screenshot capture, and platform path previews.
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Improved UX with ingredient hover feedback and persistent options saving.
