Gameplay Programmer · Movement · AI · Tooling

Sanctum 6

A fast-paced first-person platforming adventure built in Unreal Engine 5.
I owned the movement systems, enemy AI, damage architecture, and designer tooling.

Unreal Engine 5 C++ Blueprints Actor Components Perception AI Wall-Running

Developed with a team of ten:
Sam Lloyd · Ward Betts · Harry Partridge · David Chodkiewicz · Ben Stans-Minchington · Eron Dunn · Alex Ignat · Ellie Stanway · Thomas Atherton

My Work

I worked as the gameplay programmer on Sanctum 6, responsible for the core movement architecture, enemy AI, the universal damage system, and a suite of designer tools — using a hybrid C++ and Blueprint workflow to keep mechanics performant and easy to tune.

Movement Systems

Advanced Movement

I implemented wall-running, sliding, and momentum-based dashing using a hybrid C++ and Blueprint approach. I drove multiple design iterations to find the right balance of responsiveness and momentum — tuning acceleration curves, friction values, and air control until traversal felt fluid and committed.

Movement Systems

Wall-Running

The wall-running system required multiple full redesigns before the feel was right. I worked through the balance of player control, responsiveness, and momentum preservation across varied surface angles and transition speeds, iterating closely with the design team to land on the final result.

Combat Systems

Universal Damage System

I built a modular Actor Component in C++ attachable to any actor, handling damage intake, death events, invulnerability windows, and designer-driven stat tuning. Keeping it as a component meant I could reuse it across enemies, environmental hazards, and breakable objects without duplicating logic.

Combat Systems

Enemy AI

I built aggressive bots using perception-based detection and behaviour logic to pressure the player without causing unfair instant-kills. I carefully tuned perception ranges and attack timing across multiple playtests to ensure enemies felt reactive and threatening but remained fair.

Accessibility

Accessibility Features

I added fully rebindable controls and a functional subtitle system to improve usability and readability across different play styles and accessibility needs — features I prioritised to broaden the game's audience from the outset.

Tooling

Designer Tools

I built a modular Blueprint tool enabling level designers to quickly place and configure common meshes. I went through several iterations to find the right balance between flexibility and simplicity, reducing the friction of common level-building tasks without overwhelming designers with options.


Blueprint Snippets

Wall-Running Logic



Sliding Logic


About the Game

Sanctum 6 is a first-person 3D platforming game set inside a deteriorating underground bunker. After a devastating solar fallout forces humanity underground, you awaken from cryostasis inside a collapsing facility filled with gas leaks, unstable machinery, and malfunctioning security systems. Your goal: escape before the facility claims you.


Main Features

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