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GAMEPLAY PROGRAMMING

Jules

A puzzle-adventure built around a light-transfer gauntlet, environmental interaction and puzzle-driven world progression.

Unreal EngineBlueprintsGameplay SystemsInteractionSave SystemPuzzle
PUZZLE-ADVENTURE GAMEPLAY
RoleGameplay Programmer
EngineUnreal Engine
Duration6 months
PlatformWindows

Jules takes place inside a gigantic library divided into sectors. Progress comes from solving environmental puzzles by moving light energy between machines and interactive objects.

Jules — environment and puzzle space
Jules — environment and puzzle space
GAUNTLET

Light transfer

The gauntlet stores and transfers light, acting as the central interaction tool across puzzles.

OBJECTS

Light interactables

Doors, generators, altars and platforms react when their configured light requirements are satisfied.

PROGRESSION

Environmental progression

Puzzle completion changes the world and opens new areas of the library.

NARRATIVE

Base interactions

Readable objects and environmental interactions reveal narrative context while the player explores.

Gauntlet and light-interaction gameplay
Gauntlet and light-interaction gameplay

My contribution covered the main interaction loop and a wide set of supporting gameplay systems.

  • Gauntlet system: Implemented light collection, storage, transfer, feedback and power-up behavior.
  • Interactive objects: Built altars, light doors, generators, moving/rotating platforms and sequence-based puzzle objects.
  • Player systems: Implemented health, damage, death/respawn and player-facing feedback.
  • Camera & VFX: Added camera management, shake and gameplay visual effects.
  • Save / restore: Saved activated objects, progression and relevant game state between sessions.
  • Settings: Implemented settings and resolution options for the player.
Gameplay systems and interactive puzzle elements
Gameplay systems and interactive puzzle elements