Samsara

Infinity27 - 3D - Unreal Engine 5 - Souls-Like / Action RPG

Role:

Gameplay Programmer - Focusing on implementing functionality to the Off-Hand weapon, Trikuta-Astra

Tools:

  • Unreal Engine 5

  • C++

  • ACF (Ascent Combat Framework)

  • Niagara (VFX)

  • Audio implementation

What I did:

  • Implemented a 3-hit rapid attack combo in C++ and Blueprint

  • Built a slam shockwave attack for an off-hand weapon, replacing existing parry and block functionality

  • Took both features through a full production pipeline: prototyping, QA sessions, code review, and refactoring before merging into the packaged build

  • Worked within an Agile cross-discipline team using source control on a large-scale production codebase

What I Learned

  • Working within a real studio pipeline raised my standards for code quality — knowing your work goes through QA and peer review makes you write more deliberately and communicate your decisions clearly.

  • Integrating with ACF, an established combat framework, taught me how to extend existing systems confidently rather than building everything from scratch — a key skill in any production environment.

  • Shipping features into a live, shared build gave me a clear picture of what production-ready gameplay code looks like in practice.

What’s in the game

Overview

Samsara is a souls-like action RPG developed by Infinity 27, inspired by the Tibetan Book of the Dead. Death is not the end — trapped in a dreamlike, cyclic purgatory, players must seek a way to escape within 49 days or be eternally reincarnated as one of six unique avatars, shaped by the karma of their past life.

I contributed to Samsara during Infinity 27's games development bootcamp, working as a gameplay programmer within a cross-discipline Agile team on a real studio production build.

I implemented two gameplay features, both taken through the full studio pipeline, prototyping, QA sessions, code review, refactoring, and final merge into the packaged build:

  • 3-Hit Rapid Attack Combo — Built a fluid multi-hit melee combo system, handling input sequencing, attack chaining, and timing to deliver responsive, satisfying combat feel.

  • Slam Shockwave Attack — Implemented an off-hand weapon ability replacing the default parry/block functionality, adding a new tactical option to combat.

  • Delivered both within an Agile cross-discipline team, using source control on a large-scale production codebase.

Freelance Wrap-Up

After the bootcamp ended, I returned to INFINITY27 on a freelance contract to clean up and finalise the work I'd shipped, polishing implementation details, tidying up code and assets, and making sure both features were left in a proper, production-ready state rather than bootcamp-scope.

Previous
Previous

Ash of Nine