Back to work index

Project / 01

Jalora

An action-adventure RPG vertical slice that moved from an empty project to an investor presentation. As the sole C++ engineer on an eight-person team, Mukund owned the gameplay codebase and technical direction.

Professional work

Galactic Studios / action-adventure RPG

Evidence file / written project record

Public project footage is not included in this case study. The evidence below comes from verified project documentation.

Role
Lead Gameplay Programmer
Type
Professional work
Engine
Unreal Engine 5.7
Language
C++ / Blueprints
Gameplay ArchitectureMovementAITechnical Leadership

The problem

What had to hold together

The slice needed a continuous gameplay loop across on-foot traversal, combat, a physics-driven vessel, free-climbing, and procedural puzzles—without coupling fundamentally different systems together.

What I built

Ownership, not adjectives

  • 01

    Gameplay architecture across character, combat, AI, climbing, vessel physics, interaction, puzzles, run state, and tooling.

  • 02

    A custom climbing movement mode with data-driven holds, reach solving, exertion, first-person camera constraints, and two-bone IK.

  • 03

    A possession-based handoff between the on-foot character and Chaos physics vessel at the PlayerController layer.

  • 04

    A C++ / Blueprint boundary, per-system CVar tracing, Architecture Decision Records, and CI-gated headless gameplay tests.

System architecture

Architecture, made legible

The PlayerController owns possession transitions between independent character and vessel pawns. Climbing, combat, AI, interaction, and puzzle systems stay separated through explicit interfaces and C++ / Blueprint contracts.

Control handoff and gameplay domains

PlayerController
Character / climbing
Combat / AI interfaces
Chaos vessel
Interaction / puzzles

Key systems

Inspect the work

01

Climbing

Custom UCharacterMovementComponent mode with data-driven hold selection and unit-testable movement math.

02

Possession handoff

PlayerController-level control transfer keeps the character and vessel independent through transitions.

03

Combat & AI

Weapon-agnostic combat interfaces shared by player and AI, backed by Behavior Trees, EQS, and AIPerception.

04

Quality gates

Headless automation tests, Architecture Decision Records, CVar traces, and explicit C++ / Blueprint contracts.

Result / Delivered a playable vertical slice for investor review. Jalora is discontinued due to internal issues.