Bunderkin: The Ocular Eclipse#

Overview#

A single-player 3D stealth and platforming adventure built in Unreal Engine 5, where the player controls BeeDee and uses a mask disguise to change how NPCs react while sneaking through the world. The game combines stealth built on AI sight and noise perception, platforming movement, and dialogue-driven quests.

Skills / Tech Stack#

C++ Unreal Engine Blueprints Rider Steam

Visual Studio Plastic SCM Unity Version Control


Contributions#

  • Developed the AI perception and stealth systems using sight and hearing perception with critical and peripheral configs, noise-profile stimuli, and a player stimuli source.

  • Built the NPC behavior using StateTree, including patrol points and routes, investigation and distracted states, and break-from-patrol search with return-to-patrol logic.

  • Implemented the dialogue and quest systems with dialogue State Trees generated from Arcweave and SUDS data, driven by quest and inventory event handlers and gameplay-tag conditions.

  • Developed the Arcweave-to-Unreal asset pipeline and editor tooling, with generators and validators for characters, environment objects, and dialogue trees.

  • Built the core gameplay-state subsystems using gameplay-tag state containers for characters and environment objects, persisted across World Partition load and unload.

  • Implemented the gameplay triggers and zones system, with event, presence, and location triggers using tag conditions, cooldowns, and shape volumes.

  • Programmed the in-engine audio with audio and music subsystems, submixes, control buses and mixes, MetaSound sources and patches, and movement and footstep sounds.

  • Built the Voice-Over pipeline, including DialogueVoice and DialogueWave asset generation, dialogue-synced playback, and VO-driven music ducking.

  • Developed the map transitions, fast travel, and cinematics, with map-level transition and fast-travel subsystems, a Bink media subsystem for cutscenes, and tag-driven Level Sequence playback.

  • Implemented the save and load system with an async save/load subsystem, save-slot management, and quest and state restoration on load.

  • Handled the UE engine version upgrade, build configuration, and Steam Demo and Playtest packaging.


Links 🔗#