← All selected workMaster of Digital Media / Beyond Capture / Unreal Engine

Clock Tower

Development leadership and gameplay implementation for a tactical RPG vertical slice.

RoleDevelopment Lead
EngineUnreal Engine
ClientBeyond Capture
DeliverablePlayable vertical slice
Project trailer

Clock Tower in motion

Watch the team’s trailer for the tactical RPG vertical slice.

Watch trailer on LinkedIn
The project

Clock Tower is an unreleased tactical RPG project developed during the Master of Digital Media program. We delivered a vertical slice covering a complete combat encounter, including items, spells, and character animations.

My focus

Adapting an existing combat framework while building the interface and item systems around it.

01 / Responsibilities

Development work

Inventory interface

I implemented the visual inventory system: the interface through which players view and interact with their items.

Backpack & item behavior

I helped implement the underlying backpack system and connect it to the inventory interface. It stores item-specific stats and supports the use of applicable items.

Team-based combat turns

We started from an existing combat asset. I helped transform its fixed turn order into allied and enemy team phases, allowing players to choose the order in which their allied units act.

Resting to heal

I helped implement the resting mechanic that lets players recover health.

Pickable objects

I helped implement objects that players can pick up.

Special animations

I integrated the special animations supplied by the animation team.

02 / Technical challenge

Reworking an unfamiliar combat framework

The constraint

This was my first larger Unreal project. I needed to learn the engine while working within an imported asset’s codebase, whose fixed turn structure did not match our intended combat design.

My contribution

I helped adapt the framework so the allied team acts first, with the player choosing its internal order, followed by the enemy team. This required understanding the existing system while integrating our inventory, item use, and animation work.

The result

The team delivered a playable encounter using the revised combat structure, items, spells, and integrated animations.

  1. 01 / Allied phasePlayer chooses the order of allied units
  2. 02 / Enemy phaseEnemy team takes its turn
  3. 03 / ContinueRepeat team phases through the encounter
03 / Outcome

A complete encounter, shaped by feedback

The client responded positively to our progress and our ability to accommodate small requested changes throughout development. Playtesters described the slice as fun. The project has not been officially released; this case study presents the vertical slice and my contributions.

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