

Imperium
Genre: Action, Adventure, FPS
Platforms: PC Demo
Engine: Unreal Engine 4
Notable tasks achieved include:
- Designing an unorthadox combat system, facing challanges created by this task and attempting to add as much depth as possible to the core combat.
- Writing both C++ code and working in Blueprints to create the logic required for the game, including basic multiplayer systems, a complex AI that can respond to the player's moves and create a convincing duelling opponent.
- Managing personal deadlines and goals for the project.
- Animating and implementing said animations into the project, working with Inverse Kinematics, Blend Spaces, Pose assets, State Machines, and Physical Animations. And creating rigs in 3ds max, and animating in maya.
- Creating various particle systems and associated materials.
- Designing and producing all SFX and Music for the game
The project is in continuous development and has had some exposure from various regular posts on reddit. It has a small discord community with playtesters and regular iteration on design mechanics.
Imperium is a Roguelite FPS with multiplayer functionality focusing on an unusual magic projectile system to drive gameplay. It's a passion project born from love of Hexen, Dark Messiah, and Bethesda Titles. Imperium looks to change the way magic combat is thought about and designed in games, trying to move away from classic gun like combat reskinned as magic.
Thus entered the problem I had to solve, creating an intrinsically new play experience that was understandable and familiar from the mind of a FPS player that enjoyed the fantasy setting. But still different enough to capture that feeling of spell based combat that we hope for when picking up a new fantasy title.