
Details
Project Type: Own IP
Role: Senior Game Programmer
Team: 4 Programmers, 1 Designer.
About
GUG is a procedural creature battler where you create creatures with procedural abilities that are generated and compiled at run time. The USP for the game is that each creature is unique and the code for the creatures ability is generated dynamically during gameplay.
On this project I was in charge of all the gameplay client side programming, which involved building all the standard gameplay systems and architecture from scratch and taking the gameplay from prototype to production ready code.
The game is based on ECS where every thing in the game is an entity and all the data is managed through a centralised data management system that uses ECS data querying. This allowed for the very dynamic aspects of the game to be managed so that based on the generated code for an entity the game client could react accordingly, assigning different behaviours and UI elements based on the sorts of data the entity had. Any entity could have any data and the procedural code was able to change almost all the core aspects of an entity to very interesting ends.
I also developed a visualisation system that reacts to data changes. After every action that the ability system runs, it outputs a stream of data changes which is then processed. Then the processed stream is analysed by the Visual Observer system which contains lots of easy to write modular observers for different visual effects, if the data change matches the observers condition, the visual effect is run.
The game was released on the 24th of August, 2025.