
Released: (07/05/25)
This was an applied game made for Dunkeld Archives, to aid in teaching visitors of the Archives on the vast history of Dunkeld, through an interactive display game.
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Development Engine: Unreal Engine 5
Client: Dunkeld Archives
Role: Technical Design
Team Size: 5
Project Pipeline: 14 weeks
What Did I contribute?
My contributions:
- Android Building
- Optimisation
- Developer Tools
- Gameplay Mechanics
- Liaising with designers.
De-picting Dunkeld
Contribution Deep dive:
Android Development:
The project was developed for Android fitting in with the expectation of the brief. Building and simulating the project on Android was an interesting challenge that posed some issues we needed to adapt to and overcome, such as the University PC's not being equipped with Android Studio, and this posing problems for Unreal Engine.




Optimisation:
Optimising for older tablets was a must, due to the clients limitation in accessible hardware. We looked into optimising as much as we could, this included: Blueprint function execution time, Different animation cost, UI drawing, Shader Complexity, Post-Processing, Editor Settings + more.

Trace showcasing decline in peaks. This is still currently in works, and optimisation is currently being carried out.

Original Trace from unoptimised gameplay. Notice the peaks in execution time, and the milliseconds to execute on the player. These decrease after optimisation due to our efforts.

Trace showcasing decline in peaks. This is still currently in works, and optimisation is currently being carried out.
Developer Tool:
I created a developer tool to help our designers to adjust what was interactable in the scene quickly. With the press of a button, the system will run through the selected objects in scene, taking their static or skeletal mesh and converting it to an Interactable BP, where the interactions can be quickly set.




Interactables:
Developing onto a prototype interactable system that one of our designers had created. I made the system a lot more efficient and aimed to make it a lot easier to use for our designers, making two enumerators that control the interaction response, and the sound that should play.




Liaising with designers:
Liaising with the team to ensure mechanics and technical tasks were completed to the standard that we needed, constantly iterating based on feedback. Liaising with the team, was also crucial to the projects success as without communication the projects efficacy would fail to meet the brief.
Currently in progress