Artkana
Graffiti-Based 3D Momentum Platformer
Project Overview
Artkana is a 3D side-scrolling momentum platformer built around a graffiti aesthetic and a dynamic upgrade system. Developed by Slipstream Studios, the game is centered on flow, speed, and expressive movement through each level.
I was brought on as Lead Engineer off the back of my C++ work on Reconnection. My focus has been on tearing down the legacy Blueprint architecture and rebuilding it in organized, performant C++, giving the design team a stable, extensible foundation to build on.
Gameplay Showcase
Early gameplay footage showcasing momentum mechanics and level flow.
Technical Highlights
Blueprint to C++ Refactor
Dismantling legacy spaghetti Blueprint logic and rebuilding it as clean, maintainable C++ class hierarchies
Upgrade System Overhaul
Redesigned the core upgrade pipeline to be modular and extendable, giving designers real flexibility
Performance Optimization
Eliminated unnecessary actor ticks and event loop overhead, freeing up CPU budget for complex gameplay logic
Designer-Friendly Tools
Surfacing C++ systems through Blueprint-exposed interfaces so non-engineers can iterate without touching code
Visualizing the Refactor
Moving from complex Blueprints to structured C++ architecture allows for cleaner inheritance and easier debugging.
Ability Base Parent Logic (Part 1)
Ability Base Parent Logic (Part 2)
Inherited Ability Implementation
Overridden Ability Logic