U.F.Ortnite
A self-directed project to learn Verse and the UEFN toolchain. UEFN gives you a sandbox and takes away most of your tools — no object pooling, no conventional profiler, hard memory ceilings, and a runtime that has to hold 60 fps on Switch and mobile as well as PC. A wave-based arcade shooter is exactly the genre that breaks under those constraints.
I built a custom object pooling system in Verse to keep frame times stable during wave spawns, working around the absence of a built-in pooling pattern in the language, then designed the enemy wave system, enemy behaviour, score rank progression and level randomisation around a fixed entity budget. All 3D models, UI and animation are mine — the art was authored against the same budget the code enforced.
A complete arcade gameplay loop, shipped and stable across every supported platform with no frame-rate regressions during peak waves. Scoped, finished and released solo.