Homeland: Lay to Rest is a third-person action-adventure game where you use your chakram to defend your homeland. It was created in Unreal Engine 4, and was shipped in April 2020 for Windows PC and is available on the DigiPen Game Gallery and on Steam.


My Role – Gameplay and UI Programmer

As a gameplay programmer, I implemented features per requests from our design team. I derived from Unreal Engine’s character movement class, my implementation allowing for further physically-based customizations (such as moving slower while turning). I added additional movement features, including a dodge roll that makes the player temporarily invincible, great for getting out of tight situations surrounded by enemies.

Much of my early experience on this project was focused on developing a clear vision for the design of our game. Many features were requested by our design team, prototyped by me, then ultimately scrapped as our overall design changed. These prototypes included a strafe movement mechanic, a stationary camera that could follow the player along B├ęzier curves, and an ability for the player to teleport on top of the chakram, surfing on it mid-air.

As a UI programmer, I implemented most of the functionality of our settings menu, the layout having been provided by our design team. Some features involved creating custom hooks in our game and engine logic for toggling dynamic time dilation effects or editing mouse and gamepad sensitivity. Other features, primarily video options, were simple pass-throughs to Unreal Engine’s Game User Settings. I also helped make a system to provide full controller support and feedback, as controller support was only partially out-of-the-box with the version of Unreal Engine we were using.

Through my experience with this project, I further developed my abilities to work in a commercial engine. Some problems were solved with the click of a checkbox, while others needed more attention, and some solutions were much cleaner to integrate with the engine than others.