A fast-paced first-person platforming adventure built in Unreal Engine 5.
I owned the movement systems, enemy AI, damage architecture, and designer tooling.
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
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.
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.
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.
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.
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.
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.
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.
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.
Screenshots from the development build of Sanctum 6.