Qingcheng Leslie Meng
Internship
Ubisoft Montreal
Gameplay Programmer May-Aug.2023
Anvil Engine, C++ Montreal, Canada
• Worked on Prince of Persia: Sands of Time Remake using Anvil Engine and C++.
• Developed interactive game elements with State machine, allowing them to move, rotate, and inflict damage on players.
• Integrated entity timers to synchronize the game elements with the game’s time-control mechanics, enabling actions such as rewinding, slowing, speeding up, or pausing independently of other objects.
• Implemented health states, allowing the objects to be attacked and destroyed. When in a severely damaged state, the objects could fly off track if sped up.
• Linked animations and audio effects.
• Created documentations on Confluence, managed source code versioning using Perforce, managed project tasks and tracked development progress through Jira.
Notboringcompany
Gameplay/UI Programmer June-July 2022
Unity, C# Remote
• Implemented a responsive input system that connected UI buttons to allow smooth player navigation through the menu, providing a seamless turn-based gameplay experience.
• Added dynamic feedback elements, such as sound effects and screen shake, triggered by specific in-game actions.
• Designed and implemented visual cues to indicate target selection during skill usage, ensuring clarity in player actions when aiming at creatures
Projects
Nebula’s Descent (PC/MacOS, single player) Jan. 2023
Designed and implemented the game’s UI.
• Implemented a merchant system that allows players to purchase upgrades, and an inventory system to store and manage items.
• Developed the player health system, tracking health and triggering corresponding events, while integrating it with the UI for real-time updates.
• Added controller vibration for specific in-game events.
• Created a weapon system, enabling upgrades such as increased ammo capacity and faster attack speed.
• Developed a custom Unity inspector to streamline adding items to the merchant, significantly improving development efficiency.
• Added a mini map that dynamically reveals rooms as the player enters them.
Trailer:
The Last brain cell(PC, multiplayer) Jan. 2022
• Developed a self-destruct enemy with NavMesh that locates the closest player, stops when in proximity, performs a 3-second countdown, and explodes. Implemented a chain reaction mechanic where other nearby self-destruct enemies also explode if within the blast radius.
• Integrated multiplayer functionality using Photon 2, with a peer-to-peer architecture.
Trailer:
Elfenroad (PC, online multiplayer) Sep.2021-April 2022
Itch.io: https://mulan21039.itch.io/elfenroads
• A turn-based multiplayer board game focusing on network implementation and in-game systems made with team.
• Made software development models such as use case model and protocol model.
• Implemented network, player inventory system, player hand, item interactions (using, discarding, handling, and drawing).
Who Turned Off the Lights(PC, single player) March.2022
itch.io:https://mulan21039.itch.io/who-turned-off-the-lights
• Collaborative project that won the Best Game Design Award for McGame Jam
• Collaboratively designed the game
• Involved in implementation of:
o Enemy (attack, take damage, death, animations).
o Health system, UI.
o The core gameplay of dragging and dropping tiles to move the character