Tidebound
I contribute gameplay systems to Tidebound as a volunteer for Can’t Afford Studios. The project uses Unreal Engine, C++, and Blueprints.
Tidebound gameplay footage. Project by Can’t Afford Studios.
My contributions
Tidebound is an ongoing project by Can’t Afford Studios and has been in development for about a year. My volunteer work covers the reeling system, movable cart, fish scale, and shop desk described below.
Tension-based reeling
I built a reeling system where players tug the rod in the right direction to bring fish in more easily. They must balance those tugs against line tension: too much tension snaps the line.
Movable cart
I made a cart that holds fish and baskets. Players can grab it and move it around with them, transporting their catch and containers.
Fish scale
I built a scale that accepts fish and baskets. The fish’s weight, species, and freshness determine the price they can be sold for.
Shop desk
I made a shop interface where players browse a list of items and click to purchase them. The 2D menu is rendered onto a 3D board at the desk.
Contact
Email me about gameplay programming roles.