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Bounce Back
- LaurelEye C++ Game Engine

ROLE

UX / UI Lead

Systems Engineer

DESCRIPTION

A third-person action RPG built in a custom C++ 3D game engine, centered on physics-driven gameplay where a bouncing ball powers combat, movement, and world interaction. Features include advanced physics simulation, AI-driven enemies, particle systems, and a modular engine architecture.

PROJECT TIMELINE

September 25 - April 26

GENRE

Third Person Action RPG

PLATFORM

PC

DEVELOPMENT

Custom C++ LaurelEye Engine

TAKEAWAYS

Software
Developer

This project exposed me to a wide range of software engineering challenges across multiple domains. I implemented a physics system integrated with a third-party library, developed a GPU-driven particle renderer using GLFW, built a modular UI framework from the ground up, and designed a serialization pipeline to support a Lua-based scripting engine.

Systems Engineer

Throughout this project, I worked across numerous interconnected systems and subsystems, focusing on designing solutions tailored to specific technical constraints. This experience strengthened my ability to reason about system architecture, data flow, and dependencies, as well as how individual components coordinate to achieve cohesive, scalable functionality.

Project Contributor

Working within a team environment, I prioritized writing clean, well-interfaced, and intuitive code to support collaboration. I developed extensible systems and tools that could be easily integrated and orchestrated through the Lua scripting layer, enabling efficient iteration and seamless interaction between gameplay and engine-level features.

THE GAME

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Engaging Mechanics

Intelligently Designed Levels

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Advanced Engine Capabilities

- Physics Agnostic Layer

- Bullet Integration
- Rigid & Ghost Body Functionality

- Collision Event Generation

-Particle Emission & Simulation

- Particle Rendering

- UI Rendering

- UI Layout & Anchoring

- UI Interaction

- Serialization

- Bindings for Physics Particle UI

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