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About me

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
  • Production time of 4 months

  • 60 people involved

  • Student project

  • 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: 

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Camera
  • Took ownership of the third-person camera system during early production.

  • Detached the camera from the player actor to enable independent control and behavior.

  • Implemented custom logic for camera transitions and movement, particularly during jumping and airborne states.

  • Focused on creating smooth, responsive camera motion to enhance player feedback and visual clarity.

  • Iterated on camera parameters (e.g., offsets, damping, field of view) to balance cinematic feel with gameplay usability.

Aim Assist & Ingredient Snapping
  • Built custom aiming mechanics: reticle, aim assist, and sensitivity settings.

  • Tuned aiming feel for both mouse/keyboard and gamepad.

  • Developed a snapping system for interactable ingredients with:

    • Dynamic target selection and soft-lock behavior.

    • Visual feedback to indicate active snap targets.

  • Iterated through 5 versions to refine responsiveness and precision.

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Subtitles & Scripted Events systems
  • Created a parameterized trigger box-based modular trigger system for cutscenes and scripted events.

  • Automatically synchronized subtitles with voice lines by hooking into the audio pipeline.

  • Allowed non-programmers (narrative and sound teams) to easily set up events through Blueprints.

  • Allowed subtitles to dynamically adapt to playback timing, increasing accessibility and pacing.

Save & Load architecture
  • Created a modular save/load system using Blueprint interfaces.

  • 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).

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Scripted Events & Narrative Tools
  • Developed a reusable trigger box system for scripted events with customizable parameters (timing, conditions, cutscene type).

  • Enabled designers to connect narrative/gameplay sequences without additional scripting.

Tools & Polish
  • Created tools for debug navigation, screenshot capture, and platform path previews.

  • Improved UX with ingredient hover feedback and persistent options saving.

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