Goosthetic

Fast-Paced Action-Platformer FPS


Project Details

  • Goosthetic, Steam publication on 3/28/2025
  • 22 team members, 21 full-time, 1 volunteer
  • 7 Engineers, 9 Artists, 4 Designers, 2 Audio Designers
  • Built in Unreal Engine 5.2.1

Gameplay Engineer and Quality Director

September 2023 – December 2024

Gameplay Contributions

  • Implemented the core combat system with an automatic lock-on weapon which prioritizes and tracks targets dynamically using the screen space coordinate system for optimized targeting over the refactored custom cone trace collision system.
  • Developed the signature movement mechanic of a tethered grapple in partnership with another engineer, allowing for fast-paced vertical and horizontal traversal with similarities to Titanfall 2’s grappling hook system.
  • Actualized movement along walls with the wall running mechanic, which is possible on any semi-vertical environmental piece regardless of shape, size, or orientation.
  • Enabled rapid ground traversal with the slide mechanic which supported sliding down and up slopes by applying a force in the direction of the slope with a magnitude relative to the slope of the surface.
  • Achieved breakneck speeds in any volume and in any direction with the dash ability which propels the player in the desired direction a set distance, unless a collision occurs, over a varying length of time depending on the speed of the player.
  • Created an economic system of acquiring points with movement and combat actions that once a threshold is met the player is given increased speed, movement and combat capabilities, and reduced cooldowns allowing the player to increase the time until the time runs out.
  • Implemented controller support with seamless transition between keyboard and mouse and gamepad with complete menu and level navigation, allowing for multiple ways for the player the engage with the experience.

Quality Contributions

  • Managed quality assurance checklist in Excel for a team of 22 members with task name, description, primary and secondary reviewers, date and time of testing, and testing notes leading to successful weekly, milestone, and release candidate checklists.
  • Updated quality tasks for required features, new additions, team member individual playthrough testing, and required build testing totaling upwards of 1000 tests to verify complete quality assurance across the entire build leading to viable builds for playtesting and internal use.
  • Designed testing pipelines for consistent and accurate testing across engineering, art, audio, and design to enable thorough checks at all levels of team management and allow for iteration on tasks when tasks fail.