Sanctum 6

A fast-paced first-person platforming adventure built in Unreal Engine 5.

Visit the Itch Page Visit the GitHub Page

Developed collaboratively with: Sam Lloyd, Ward Betts, Harry Partridge, David Chodkiewicz, Ben Stans-Minchington, Eron Dunn, Alex Ignat, Ellie Stanway, Thomas Atherton, and myself.

About the Game

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

The game focuses on fluid movement and traversal skill supported by atmospheric level design. With tight controls, fast-paced sequences, and optional speedrunning systems, Sanctum 6 blends narrative tension with mechanical mastery.



Main Features


Premise

Humanity hid underground to survive the fallout. Years later, you wake with no memory of who freed you from cryostasis — or why. Gas is leaking into the corridors, alarms scream through the empty halls, and the bunker’s systems are failing one by one. To live, you must move.

My Contribution

I worked as a gameplay programmer on Sanctum 6, where I was responsible for developing the core movement systems, traversal mechanics, and several key environmental interactions. This included implementing sliding, dashing, and wall-running systems that went through multiple design iterations to achieve the right balance of responsiveness and momentum.


My workflow utilised Blueprints for rapid iteration and designer flexibility as well as C++ for various background tasks for menus, ensuring the mechanics were both performant and easy for the team to tune.


Gameplay Systems I Built


Development Challenges


Blueprint Snippets

Wall-Running Logic



Sliding Logic


×