My work
Star Wars: Hunters - Mobile and Nintendo Switch
Made in Unreal and coded in C++, I was a developer on the game since its inception. I specialised in the front end and user interface, but also worked on character development, taking concepts from prototype to production. The Game released in June 2024 on Mobile and Nintendo Switch, and has been downloaded over a million times on the Google Play store alone. At the time of writing it has a 4.8 out of 5 rating on the App Store.
Home Screen challenge display widget
This widget had to reflect the highest priority challenges currently assigned to the player, showing their current progress, claimed status, and the reward they'd earn for completing the challenge.
Mods Screen
Hooks into the backend systems (while optimising network traffic by only updating the backend when the player leaves the screen) to allow the players to customise their stats.
Match Loading Screen
Show players how many others are currently connected and how long they still have to connect before it launches into the hunter selection screen.
Hunter Selection Screen
Shows a real-time view of your team's character selections, and a larger view with info for the character you have selected.
Victory/Defeat banner
Full screen animation driven by UMG's animation timeline, showing final scores for the teams.
Post-Match Flow Challenges
This screen was created with a particularly tight deadline, and showcases any challenges that the player made progress on in the match, and any events, arena pass or quests that those challenges advanced.
Expression wheel widget
Allow the players to express themselves using a custom-built input type which lets players drag their touch input around to select one of 6 segments on a while, or cancel the interaction. This was also compatible a gamepad, where the analogue stick would provide the input instead.
Pilbush
I was the primary programmer working the on the character Pilbush, from prototyping stage through to production. Helping to creatively solve design ideas for character abilities as well as implement them using Unreal's Gameplay Ability System. Additionally, I was responsible for setting up the blueprint animation graph to bring this character to life.
Pilbush - Wistie Throw
Using a physical projectile which explodes on impact, applies a slowing and damage over time effect (using Unreal's Gameplay Ability system) to enemies caught in its radius.
Pilbush - Mechanical Leap
There was an interesting challenge in optimally replicating the amount Pilbush was crouching so that networked players can see her preparing the leap.
Pilbush - Overload
This was an interesting combo of effects to implement, the ability speeds up the character, removes mechanical leap cooldown, increases reload speed, and fire rate.
Pilbush - Cluster Bomb
This ultimate ability for the character came together after design were having a tough time getting a practical solution for an ult, so I prototyped this multi-grenade effect and it took off. It was a really interesting project to solve optimally, as we can't have that many replicated projectiles, so the cluster projectiles are actually fakes and it uses projectile maths behind the scenes to calculate what their trajectory would look like.
Unreleased action-strategy game - Mobile
This PvP strategy game pitted fleets of enemy ships against each other. Made in Unity and coded in C#, I was primarily working on a front-end mission navigation system which showed the available missions on a map, and a tactical deployment screen which allowed players to choose where to deploy units and which units to deploy.
As part of my role in this project, I developed an injectable data system for easy mocking-up of user interfaces which allowed us to iterate faster on our UI without having to wait for “real” data.
During the development of this game I also successfully designed and produced a “behind closed doors” demo of the product with a small team in a single month.
Unreleased racing game - Mobile
This racing game, a spinoff of a popular franchise, was similar in mechanic to Temple Run or Subway Surfers. Built in Unity, my primary role was using in-house tools to create the level content that the player would encounter in their moment-to-moment gameplay.
Kev Adsett is a professional software engineer and Unreal Engine gameplay and UI (UMG) expert. Have a project in mind? Let’s work together.
What others say
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"Kev really makes work a great place to be, and I don't think anyone contributes to the culture of fun and camaraderie half as much as he does"
Senior Technical Designer - Star Wars Hunters
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"Kev is an invaluable member of the Hunters team, becoming the go-to expert on our UI systems and consistently delivering front-end features fast and at a higher quality than anyone else."
Principle Software Engineer - Star Wars Hunters
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"Kev's focus on team health and studio morale have been key to defining company culture and making places he works an inclusive and enjoyable space for people to do their best work."
Senior Producer - Star Wars Hunters