Project Type: Solo
Time on Project: 8 weeks
Engine: Unreal Engine 5.6
I created Time Fries to showcase and improve my skills across the 3Cs. Inspired by games wich highly satisfying and player-driven movement, such as Titanfall, Echo Point Nova, Ultrakill & Quake. I aimed to showcase a deep understanding of game feel through momentum-driven movement. 

I designed and created an array of connected mechanics such as wall running, air stafing for precise aerial adjustments, wall climbing & mantling for verticality, and coyote jumping for additional player forgiveness. All systems were built to eliminate player frustration and reward high-skill execution. 

I reached out to and collaborated with others in the indie FPS space to better understand how to create highly satisfying movement.
I then used this movement within a time-attack platformer inspired by Crazy Taxi, where players parkour around a small urban environment to deliver food and accrue score dependent on how fast they are able to reach the goal. 
Key Achievements
- Researched, designed and implemented a momentum movement system within Unreal Engine 5.
- Tuned movement variables to protect player momentum, ensuring transitions between sprinting, wall-running, climbing and jumping feel seamless. 
- Designed and created a parkour time-attack gameplay loop, with a dynamic scoring system dependent on distance and speed. 
- Balanced accessibility with a high skill ceiling, creating a sandbox that feels intuitive to pick up, but rewarding to 

- Designed mechanics around players, utilising concepts such as "coyote time" to prevent frustration. 
- Gathered feedback through playtests, both in-person and online to refine 3cs. 
- Designed a small urban environment to facilitate the movement and gameplay. 
- Implemented a leaderboard system to allow competing against others. 

Outcomes
Improved my knowledge across the 3cs.
Improved confidence in designing and communicating 3cs for first person projects. 
Created my most complex system to date with a high degree of polish.
Heavy feedback and iteration resulted in highly satisfying final project.
Reaching out to more experienced developers improved my understanding of and ability to communicate within the 3cs.
- Wall running
- Wall climbing
- Coyote Jumping
- Wall kicking
- Slope sliding
- Air strafing
- Wall mantling

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