Date
October 2025 – July 2026
Tools
C++, Blueprints, Unreal Engine 5, P4V, Jira
Everent is a 3D hoverboard platformer with 6 possible axes of movement. Created in an interdisciplinary team of 18 people in Unreal Engine 5 using C++ and Blueprints.
My primary role on this project involves authoring and componentizing player mechanics for a 3D hoverboard platforming game while accounting for 6 axes of movement, such as Boosting, Drifting, and Sailing.

As the Audio Manager of the team, I support our audio contractors by discussing our game’s audio needs. I have been actively implementing all game audio in both C++ and Blueprints, and I even got the opportunity to help record foley for our project.
Everent will be published on Steam in DECEMBER 2026!
Gameplay Trailer
Authoring Board Mechanics – C++



The majority of my work on Everent takes place behind the scenes in C++. Above are some samples of my work on our Boost, Power Slide, and Sail mechanics.
The Boost mechanic functions as a way to ‘hover’ through the skies, and the player is awarded many ways to regain their boost bar, such as via doing tricks on their board or simply remaining grounded for some time. If you let your boost meter get all the way down to zero, you’ll have to wait a few seconds for the boost ‘burnout’ period to end.
Our Power Slide is a fairly conventional ‘drift’, and has gone through many iterations in collaboration with our design team to get to where it is today. Players hold down on a button to drift, and if they’re going fast enough and have some rotational input, they’ll be given a temporary boost, and risk burnout if holding down for too long.
The Sail mechanic propels the player through our wind tunnels a faster if they’re at a close enough angle to the direction the wind is flowing in. Otherwise, it has no effects on the player.
