
Game Programmer - Technical Game Designer
# About Me
Game Programmer undergraduate in Game Application and Techology with more than 3 years of experience developing PC and VR videogames using both Unity and Unreal Engine in C#, C++, Java, Blueprints, and other coding languages, Active in national competitions and enthusiastic about exploring new techniques. Diligent and open-minded attitude allowing to develop strong bonds in collaborating teams and communities.
Languages

Platforms

ENGINES

Tools

Programmer - Technical Artist
Developed a first-person Pac-Man game in 38 hours onsite, Guiding Pac-Man to consume points, playing as a lure. Throw apples strategically, but beware: Pac-Man can chase and devour us if the player is too close

🏆 1st - Garena Game Jam🏆
Garena
*Programmer - Technical Artist - VFX Artist *
Developing a unique game within 3 days where the player's goal is to reach the finish line with limited input actions. Players will have the ability to perform actions similar to those found on Windows, such as copy, paste, and cut.

📃 Game Jam Plus 2023 📃
(On Going)
Programmer - VFX Artist - Animator - UI/UX - Lighting Artist
Contributed to Game programming, provided dynamic parameters for game balancing and customizable grid system. Handled technical art tasks (VFX, technical animation, post-process)

🏆 2nd - Game Today Competition 🏆
Institute of Pertanian Bogor
Programmer - VFX Artist - Animator - UI/UX - Lighting Artist
A First-Person Fighting game with endless gameplay, allowing upgrades per round, balanced using mathematical and progression systems, and dynamic multiplier every round. Made in 3 Days

🏆 1st - IGI Compfest Competition 🏆
University Of Indonesia
Programmer - VFX Artist - Animator - UI/UX - Lighting Artist
Developed a game for children with autism using PECS and ABA methods, blending shape-sorter mechanics with Plants vs. Zombies. Extensively utilized collision and multilane trace channels (raycast).

📃 Participant Gemastik Competition 📃
Goverment
Gameplay Programmer - VFX Artist - Animator - UI/UX - Level Designer - Lighting Artist
Developed top-down shooter mechanics with interactive UI, and dynamic bullet impact VFX using physical materials, considered player flow, and created cutscenes and puzzles, all within 7 days.

🏆 Finalist - Joints Game Jam 🏆
University of Gadjah Mada
Programmer
Developed my first game, a first-person horror genre game, by creating several jump scares, puzzles, and keycodes with random answers and clues based on objects.

📃 Indienesia Game Festival Showcase 📃
Talent Group University of Bina Nusantara
Game Programmer undergraduate in Game Application and Techology with more than 2 years of experience developing PC and VR videogames using both Unity and Unreal Engine in C#, C++, Java, Blueprints, and other coding languages, Active in national competitions and enthusiastic about exploring new techniques. Diligent and open-minded attitude allowing to develop strong bonds in collaborating teams and communities.
Languages

Platforms

ENGINES

Tools

Game Programmer undergraduate in Game Application and Techology with more than 2 years of experience developing PC and VR videogames using both Unity and Unreal Engine in C#, C++, Java, Blueprints, and other coding languages, Active in national competitions and enthusiastic about exploring new techniques. Diligent and open-minded attitude allowing to develop strong bonds in collaborating teams and communities.
Languages

Platforms

ENGINES

Tools

Programmer - Technical Artist
Developed a first-person Pac-Man game in 38 hours onsite, Guiding Pac-Man to consume points, playing as a lure. Throw apples strategically, but beware: Pac-Man can chase and devour us if the player is too close

🏆 1st - Garena Game Jam🏆
Garena
*Programmer - Technical Artist - VFX Artist *
Developing a unique game within 3 days where the player's goal is to reach the finish line with limited input actions. Players will have the ability to perform actions similar to those found on Windows, such as copy, paste, and cut.

📃 Game Jam Plus 2023 📃
(On Going)
Programmer - VFX Artist - Animator - UI/UX - Lighting Artist
Contributed to Game programming, provided dynamic parameters for game balancing and customizable grid system. Handled technical art tasks (VFX, technical animation, post-proces. . . READ MORE

🏆 2nd - Game Today Competition 🏆
Institute of Pertanian Bogor
Programmer - VFX Artist - Animator - UI/UX - Lighting Artist
A First-Person Fighting game with endless gameplay, allowing upgrades per round, balanced using mathematical and progression systems, and dynamic multiplier every round. Made in 3 Days

🏆 1st - IGI Compfest Competition 🏆
University Of Indonesia
Programmer - VFX Artist - Animator - UI/UX - Lighting Artist
Developed a game for children with autism using PECS and ABA methods, blending shape-sorter mechanics with Plants vs. Zombies. Extensively utilized collision and multilane trace channels (raycast).

📃 Participant Gemastik Competition 📃
Goverment
Gameplay Programmer - VFX Artist - Animator - UI/UX - Level Designer - Lighting Artist
Developed top-down shooter mechanics with interactive UI, and dynamic bullet impact VFX using physical materials, considered player flow, and created cutscenes and puzzles, all within 7 days.

🏆 Finalist - Joints Game Jam 🏆
University of Gadjah Mada
Programmer
Developed my first game, a first-person horror genre game, by creating several jump scares, puzzles, and keycodes with random answers and clues based on objects.

📃 Indienesia Game Festival Showcase 📃
Talent Group University of Bina Nusantara
Game Programmer undergraduate in Game Application and Techology with more than 2 years of experience developing PC and VR videogames using both Unity and Unreal Engine in C#, C++, Java, Blueprints, and other coding languages, Active in national competitions and enthusiastic about exploring new techniques. Diligent and open-minded attitude allowing to develop strong bonds in collaborating teams and communities.
Languages

Platforms

ENGINES

Tools

Endless Sword Fighting Game, Roguelike
Game Programmer - Technical Game Designer
Game Programmer - Technical Game Designer
Game Programmer - Technical Game Designer








C.I.N.E GAME WORLD is a game world builder that provides a platform for players to bring their dream world to life realistically. In this game, players can create buildings, modify weather, the sun, shape of planets/moons, oceans, customize vehicles, ride horses, automatically generate vegetation, and interactions such as grass swaying when touched by the player.
- Contributing to implementing and integrating all plugins.- Making all assets customizable by creating functions, promoting to Unreal Engine 5 variables, serializing to JSON, deserializing JSON, and inputting them into the Quiet Runtime Editor.- Working on Technical Animation (IK Retargeting, Locomotion, IK Bone, Motion Warping (using Raycast)).- Creating a Camera System for players to create cinematic scenes.
Ocean.- Dynamic Interaction related to graphics such as flattening grass when stepped on, foliage swaying when touched, characters becoming wet when exposed to rain and water, covering all static meshes with snow, dust, or wetness during specific weather conditions.- Implementing in-game running Sculpting feature using heightmap from ShaderWorld.- Creating a spawner mode.
Manipulating all plugin begin play into quiet begin play.
by analyzing the code of many plugins in the form of blueprints and C++, I learned to write code and blueprints more systematically. I extensively utilized and learn about Enums, Data Structures, Data Assets, Dealing with Event Dispatcher and bone transformation using IK. Due to the necessity for players to have the capability to edit materials, transform, tags, and all parameters available in the Unreal Engine, we adopted the Quiet Runtime Editor plugin as its framework. This entailed significant interaction with JSON. Additionally, I developed numerous mechanics such as the sitting and climbing Anywhere by Using raycast, spawner mode, sculpting mode (using Shader World), and other mechanics to facilitate players in constructing their worlds more conveniently. Furthermore, I learned about the runtime vertex paint plugin to create weather coverage effects on surfaces or characters, making them appear wet when exposed to water, and so forth.
Spefications
- 7 Month
- Developed In Unreal Engine
- World Builder Game
Project Goals
- Implementing, modifying, and integrating multiple plugins into one cohesive unit.- Creating mechanics that facilitate players in building their world more quickly.- Making all elements as realistic as possible.- To promote as many parameters as possible on assets/tools into the Quiet Runtime Widget so that players can modify those parameters while the game is running.