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.
Gameplay Programmer
Team Project
Player Systems, HUD, Input
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.
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.
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.
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.