Super Dino’s Escape (UE5 blueprint)

Super Dino’s Escape is a 3D platforming puzzle game created during a 6-week group orientated module in my third year at university.

My role was that of the senior lead tech. Making me responsible for the development and iteration of the project within the engine. Some of my responsibilities included:


Project management

As the lead tech there needed to be an emphasis on effectively communicating with each discipline ensuring that the assets being developed were as they were intended to be. This consisted of:

  • working with artists to ensure that they had the correct dimensions for any UI assets as well as if these needed to be broken into layers.
  • iterating and developing mechanics working closely with design to ensure they met the design specifications, feeling intuitive and fun which often requiring consistent builds throughout the projects development and the collection of feedback.
  • effectively delegating tasks to junior tech members requiring strong communication of the issue, often requiring the need for support and mentoring when needed.

Contributions to development

My contributions consisted of:

  • Player character creation which consisted of mechanics such as: basic movement, attacking, grabbing, grappling, ground pounding, storing items, wall climbing, health, auto aiming and more. Game management such as handling persistence and transitioning between game states.
  • Game loop implementation of gameplay mechanic such as the rising lava and checkpoints
  • UI implementation: main menu, pause menu, settings, death screen, credits, and victory screen. As well as: highlighting objects, displaying interaction keys, animating the grapple points UI, as well as the players HUD.
  • I also contributed to the puzzle mechanics, mainly helping with the development of the batteries and battery pads and their communication with other actors. Source control:

Source control

In this project I was also responsible for establishing and maintaining the use of source control which in this project was done using GitHub. This required initially providing support through the aid of a tutorial demonstrating to all members of the project how to create and connect to the source control system.

Through the development I was often on my feet providing support when conflicts occurred, requiring me to debug various issues from all aspects of development.


For those interested in playing, a build can be found on the projects itch page.