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marc'sdev corner

Skills Acquired

+1
Unreal Blueprints
Mastered visual scripting in Unreal Engine for rapid prototyping and production code.
+2
Custom Tool Development
Created artist-friendly node systems for the art department to use independently.
+3
Engine Internals
Explored Unreal Engine source code to debug non-obvious issues and extend functionality.

Death Bloom is a Horror Adventure game created in Unreal Engine. Like Galaxy Busters Elite, this project was part of a game development lab where I worked directly on the development team.

Capitalizing on my knowledge of visual effects, I focused on creating a modular feedback system which allowed the designers to easily transition between different post-processing effects and to play audio cues with the option of randomizing pitch and volume on each instance.

My Contributions

VFX & Feedback Systems

The core of my work was building a flexible system that let designers create atmospheric moments without writing code. The feedback system supported:

  • Seamless transitions between post-processing profiles
  • Audio cues with randomized pitch and volume for variety
  • Event-driven triggers that designers could hook into from the editor

By making the system modular, the art team could iterate on horror moments independently—freeing up developer time for core mechanics.

Cross-Team Collaboration

Beyond VFX, I served as a bridge between the design and development teams. This included general debugging, implementing game mechanics such as ladder interactions, and ensuring the design team had all the systems they needed to bring their vision to life.