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.
Link to Steam page - https://store.steampowered.com/app/1683570/Samsara/
Link to Epic Games page - https://store.epicgames.com/p/samsara-57a12a

