Team Project • The Game Assembly

Beak Noir

A top-down action shooter developed in a team production environment at The Game Assembly. I worked on player-facing gameplay systems including movement, dash, controller support, HUD, and health/ammo systems.

Role

Gameplay Programmer

Project Type

Team Project

Focus

Player Systems, HUD, Input

Engine

TGA Engine / C++

What I Worked On

My main contribution was player-facing gameplay and support systems. I worked on movement and dash, Xbox controller support, HUD implementation, and gameplay systems related to health and ammo.

Player Movement & Dash

I worked on player movement with a focus on responsiveness and feel. Dash was an important part of the game’s combat flow, so it needed to feel quick, readable, and reliable.

Player movement and dash gif

HUD, Health & Ammo Systems

I implemented HUD-related features and gameplay systems for player health and ammo. The goal was to make combat information easy to read without overwhelming the player.

HUD and health ammo systems gif

Controller Support

I added Xbox controller support so the game could be fully played with a gamepad. This was important both for accessibility and for making the game feel natural on different input devices.

Controller support gif

Challenges & Lessons

Beak Noir was a valuable project for learning how to build gameplay systems inside the TGA Engine while working in a team production environment. It gave me practical experience with player input, gameplay feedback, and making player-facing systems feel clear and responsive.