Game · Shipped · Sept. 2023 - Dec. 2023
Asterix VR
Unreal Engine / C++ – VR Cooperative Game (2–4 players)
Asterix VR is an immersive VR adventure built in Unreal Engine for 2–4 players. As a gameplay programmer, I worked on the final production phase, focusing on network replication and VR specific interactions. I implemented server-authoritative gameplay logic using Unreal's replication system for player states and movement. I developed VR gameplay features using motion controllers, ensuring smooth interactions for potion crafting (grinding, pouring). I also worked with the SteamVR integration, resolving device compatibility issues and optimizing interactions to respect VR performance constraints. Additionally, I implemented RPCs (Server/Multicast) for interactive gameplay events and participated in debugging critical VR-specific issues to ensure a comfortable user experience.
Key systems
VR Interaction System
Developed a physics-based interaction system for potion crafting (grinding, pouring) ensuring tactile feedback and low latency.
Network Replication
Optimized replication for VR hand movements and interactable objects to maintain immersion in a 4-player environment.
Level Gameplay Production
Created the entire gameplay for the first level, from ingredient preparation to potion brewing, collaborating closely with artists to ensure a high-quality player experience.
What I did
- Implemented server-authoritative gameplay logic and replication.
- Developed VR gameplay features using motion controllers.
- Worked with SteamVR integration and device compatibility.
- Optimized VR interactions and performance constraints.
- Implemented RPCs for interactive gameplay events.
Gallery 09
Dev log 05
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Sprint 4 – Potion Level & Tools
During a special four-week sprint I built a complete level dedicated to potion preparation. This involved creating mechanics for grinding ingredients with a pestle, pouring liquids into a cauldron, opening nuts with a mallet and throwing ingredients into the cauldron. I implemented event detection for objects falling into the cauldron to verify that the correct ingredient was added and refactored code to be more generic, enabling new gameplay elements like pouring bottle contents into a bowl or retrieving bowl contents with a cup. At the end of the sprint I developed a visual tool to manage movement platforms in the level, allowing quick selection and visualisation of platform groups for debugging.
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Sprint 3 – Stealth Enemy & Pooling Fixes
In the third sprint I developed a stealth enemy that sneaks around by hiding in bushes at specific locations. I also helped fix pooling issues and other bugs caused by new enemy mechanics being introduced. I also worked on the forest level to help correcting multiple bugs and improve the experience.
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Sprint 2 – Two‑Handed Slingshot
I implemented the first gameplay mechanic: a two‑handed slingshot that players can grab with both hands. A crosshair was added to help players aim, since without it they struggled to hit enemies at a distance.
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Sprint 1 – Lobby & Puzzle R&D
During the first sprint I made the game’s lobby fully functional, allowing players to join sessions and start the experience. I also began research and prototyping for the final photo puzzle featuring a statue of the characters, and corrected numerous bugs related to player disconnections, reconnections and level changes.
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Initial Setup & Compatibility Fixes
At the start of production I joined the team to help set up the core code and resources. I fixed several compatibility issues between the project’s Unreal Engine version and SteamVR to ensure the game ran smoothly.
Team 11
- Michael AbidIntern Programmer
- Allan BoulogneProgrammer
- Julien FalcioniLead Programmer
- Lucas NicosiaIntern Programmer
- Theo PiresIntern Programmer
- Jerome BertrandProps / VFX Artist
- Pauline LaloueIntern Environment Artist
- Francis LaporteLead Artist
- Ewen PicardIntern Environment Artist
- Lisa GaudreIntern Concept Artist
- Augustin GrassienGame Designer