Immortal Gambit
Immortal Gambit is a hack-and-slash game set in a magical chess-themed world. Follow Carolyne on her journey to find her missing son amidst a sinister plot behind the throne.
Roles
Engine Editor Tools Programmer:
As the Engine Editor Tools Programmer, I was responsible for providing the tools and interface needed for the team to develop the game, Immortal Gambit, on the custom game engine called D6 Engine made in C++. The tools were created using the library Dear ImGui, which is an immediate-mode graphics UI library that allows me to create content creation tools and debugging tools.
The tools that I implemented include a Scene Hierarchy Window, Object Inspector, Asset Manager, Asset Importer Tool, as well as a Scene Window.
Features
Scene Hierarchy Window:
The Scene Hierarchy Window was implemented by creating a window and displaying the available game objects that the scene has. It also includes displaying the parent-child relationship between the game objects as well as able to display prefabs in the window.
Apart from displaying the game object hierarchy, it can also create prefabs as well, allowing designers to save time as it prevents them from having to recreate the game object from scratch again.
Object Inspector Window:
The Object Inspector Window was implemented to display the properties of the selected game object. It includes displaying properties such as the Transform Component and other properties of script components that the gameplay programmers have implemented. This eases the designer's job as it allows them to modify the values of the game object to suit the needs of the game instead of hard setting them in code.
Asset Manager:
The Asset Manager was implemented to display the available files in the project. Those files include the textures, scenes, prefabs, and shaders which are assets needed to make the game.
The Asset Manager allows the designers to create Folders in order to organize the assets in the project, as well as create Scene files to design levels for the game.
The Asset Manager was also implemented using Window's Filesystem to get the directory of the project, which allows the Designers to traverse through the project files via the Asset Manager.
Asset Importer Tool:
The Asset Manager was implemented to allow the editing of assets such as images, shader files, and animation files.
This gives the designers the ability to adjust assets according the game's needs before putting them into the game.


Scene Window:
The Scene Window is the biggest feature as it is the most important tool in the editor.
The Scene Window displays the actual objects on the screen, allowing the designers the ability to ensure that everything that the game needs is there on the screen.
The Scene Window provides the Level Designers the ability to add objects such as props, characters, and colliders as well as modify them using Gizmos to modify the transform of those objects.
Apart from Level Design, the Scene Window allows the designers to actually play the game, testing out in-game features implemented by the gameplay programmers.
It comes with 3 different functionality, Play, Pause and Step. Play loads the game up and gets the game running, while pause stops the simulation at that particular frame in the game. Step moves the the game to the next frame, allowing the designers and gameplay programmers to debug should there be any bug detected.