The Occultist is my first game done in a company. It’s a first person survival horror.

Our character, Alan Rebels, travels to the cursed island of Godstone to investigate the sudden disappearance of his father. He carries with him his mystical pendulum, an object of unknown origin that accompanies him in all his paranormal investigations.

  • Company : Daloar Studios
  • Engine : Unreal Engine 5
  • Languages : C++, Blueprints, Phyton
  • Role : PS5 Porting & Gameplay Programmer

My Contribuctions

This is a company project so I can’t share code about my jobs done because the NDA, so I will briefly explain what I have worked on.

I’am the lead developer of the PS version of The Occultist. At the beginning it was a bit difficult to learn and understand what is going on with a project on PS5. After a few months I started developing Dualsense features like adaptative triggers and advance vibration with our desginer. With all of this we started to implement achievements and activities to PS5.

In The Occultist I implement a new save system to make it easier for the team to implement the puzzles and the actors in the world.

To manage the way the player loads to the game, I created a system to wait World Partition load everything. After that we load all the save data and after all we clear the loading screen and return the input to the player.

To manage the problem we had with memory, we set objects in differents data layers. When we don’t want to have in memory more time some textures, we can unload the datalayer to clear memory to reduce the use of it.

Other important points with this game was the load range of world partition. We set actors in differents load grids to load them in differents range, so we can load first logic or mesh.

The Occultist is an investigation game. I implement some puzzles of the game and also rework or fix some of the actual puzzles we already had.

We use for The Occultist UE sequencers. For it I developed a system to make easier the work of the animation departament. With this system we can have seamless sequences in the game.

Some work I had done in The Occultist was expand some of the actuals systems we already have in the game. With this we were able to create more complex puzzles and fix some bugs we had.

I was the person who create a system to unlock achievements in all the platforms we are going to release. For this I need to learn how the APIs like steam or epic works with them. Also I had learned to upload a build to development epic services