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Screenshot 2025-05-31 192015.png
Candybalsim Logo

ROLES

Team Lead
Lead Programmer

DESCRIPTION

Candybalism is a chaotic top-down party brawler where candy-themed worms battle for supremacy in fast-paced, unpredictable arenas, growing longer and gaining power-ups while customizing abilities, in all candy action.

YEAR

2025

GENRE

Party Brawler

Engine

Unreal Engine 5

PLATFORM

PC

Timeframe

18 Weeks

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Trailer

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Contributions

Contributions information

Team Lead

  • Led a core team of four

  • arranged daily scrum meetings

  • oversaw all aspects of the project

  • worked with my team through several iterations of gameplay balancing 

Programmer

  • Created a local multiplayer system 

  • Implemented a segmented worm creation system

  • Developed an engaging worm movement and segmentation following behavior

  • Built a dynamic worm growth system supporting runtime scaling

  • Implemented Environmental Hazards

Worm Movement

  • Segment-based movement with each segment following its leading segment

  • Dynamic chain structure supporting responsive, fluid motion

  • Segment detachment designed to support combat and growth mechanics

  • System designed for easy transfer of segments between worms during attacks

The worm movement system was developed iteratively, starting with a basic segmented prototype and evolving into a gameplay-ready system focused on responsiveness, visual cohesion, and multiplayer readability.

 

Initial worm movement prototype demonstrating basic segment following and positional chaining.
Final worm movement system with improved cohesion, smoother motion, and gameplay-ready responsiveness.

The final worm movement system updates each segment every frame to follow its leading segment, forming a continuous, flexible chain. This approach allowed the worm to maintain responsive movement while also making it straightforward to detach and transfer segments during combat, enabling other worms to acquire segments when attacking.

 

Worm Consumption & Segment Transfer System

Gameplay footage demonstrating segment consumption, transfer, and growth during combat interactions.
Part 1: Blueprint logic iterating through connected worm segments to calculate and transfer consumed segments.
Part 2: Blueprint logic iterating through connected worm segments to calculate and transfer consumed segments.
  • Segment-based consumption triggered by combat interactions

  • Dynamic selection of impact point along the worm’s chain

  • Iterative segment counting to determine consumption amount

  • Removal of consumed segments from the target worm

  • Transfer and reattachment of segments to the attacking worm

The consumption system allows worms to steal segments from one another during combat. When an attack connects, a segment along the target worm’s chain is selected as the impact point. The system iterates through all connected segments beyond that point to determine how many segments are consumed. Those segments are removed from the target worm and transferred to the attacking worm, where they are appended to its segmented body.

 

Grinder System – Segment Conversion & Win Condition

Gameplay footage demonstrating segment conversion and tank progression through grinder interaction.
Blueprint logic for grinding each player and updating the score accordingly.
Blueprint logic for updating each player's score and passing it along to our dynamic material instance.
Blueprint Logic for removing score from the player when fully destroyed and updating the score accordingly
  • Continuous segment removal while worms remain within grinder range

  • Real-time conversion of segments into liquid sugar resources

  • Player-specific tanks tracking objective progress

  • Encourages strategic positioning and risk–reward decision-making

The grinder functions as a core objective system that converts worm segments into progress toward victory. When a worm remains within the grinder’s influence, segments are continuously removed from its body. These removed segments are converted into liquid sugar, which is then deposited into the corresponding player’s tank. The grinder creates a central point of contention, forcing players to balance aggression, positioning, and timing while racing toward a shared objective.

Screenshot 2025-05-31 192015.png

Additional supporting systems and design details are documented in the project’s art book. This includes early design diagrams, UI exploration, and smaller mechanics that support the core gameplay loop but are not detailed as above.

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Showcase and Regcongintion 

Context
The project was developed and presented as a playable experience at SCAD’s Entelechy Showcase, highlighting student work across game development and interactive media.

 

Recognition
The project was awarded Best 3D Game – Small Team, recognizing the strength of its gameplay systems, execution, and overall presentation within its category.

 

Outcome
The showcase provided an opportunity to present the game in a live demo environment and validated the project’s design direction and technical implementation through external evaluation.

Receiving the Best 3D Game – Small Team award at SCAD’s Entelechy Showcase.
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Project Overview and Pitch

The following overview provides high-level context for the game’s premise, player fantasy, and target experience. It is included to support understanding of the systems and mechanics discussed above.

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