


Genre
Single player first person adventure game
My roles
Gameplay Programmer
UI Programmer
UI Design
Platform
PC
Project size
4 weeks
7 people
Engine And Tools
Unreal
C++
In Project Kenon you are a stranded astronaut cut off from your ship, drifting through a field of asteroids and wreckage in a Scrap System. With gravity pulling you toward destruction, you must use precision, momentum, and sheer willpower to survive.
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Kenon is a first-person space traversal game built around control, tension, and motion. Every movement matters — too much force and you spin out of control. Keep track of your oxygen levels and in order to survive

The Rest
In projects with a small team it is important to help out wherever you can, therefore i got the chance to work in a lot of other areas
I also aided with work in:
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Cinematics
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Game State
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Checkpoints and saving

The hook
My first large goal and responsibility working on project kenon was the grappling hook feature. The hook is hugely important to the core movement in the game and it was very important we got it right.
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The mechanics of the hook are based on our expecations of what would happen in all the states of interaction with it, this means that it works very modularly and could definetly be used in a setting with gravity as well as without like in our case

The UI
As soon as the hook feature was working well i moved on to implementing the ui for the game. We knew we wanted a very immersive and gameplay relevant user interface so i made sure to start working on this quite early in the project.
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I was aided with the initial design of the layout and the designers helped me procure certain ui elements that we needed but apart from this i had pretty much free reign with the interface.
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My favourite aspect of it is how reactive and relevant the elements are, things like the speed meter and the warnings help the player stay safe and informed in a game that can be quite punishinh

