Chamber
A barrel building roguelike FPS!
Chamber is a roguelike FPS game in which the player fights through scaling arenas of enemies, choosing from a wide range of upgrades to create a unique combinations of effects.

Chamber was created as part of the Staffordshire University 1UP scheme, a 7-week paid internship through their internal studio Oatcake interactive. The scheme gives students access to a simulated work environment creating games from start to finish alongside other top students and lecturers in an industry setting.
I participated as part of the tech team, acting as the AI programmer for the project. This meant working closely with both the design and art teams to create a series of entertaining and engaging enemies! The enemies were created using a combination of both the Blueprint and C++ systems, leading to an easy to use set of actor blueprints which designers could inherit from, retaining all functionality and build ontop of while still remaining can with our existing spawning system. The exposed functionality is tied to a series of data sheets to proper encapsulate the variables allowing for multiple teams to work on the various enemy balances at once.

With the finalised designs being added to the projects design documentation, the final selection of enemies were narrowed down to:
- A fixed turret firing a piece of timed dynamite in an area close to the player, forcing them to stay mobile and avoid camping areas.
- A flying drone firing quick projectiles before adjusting position.
- A large melee robot that closes the distance between the player before swinging its wrecking ball arms. If they can’t reach the player, they’ll position themselves to launch them at the player instead!