Landfall was my first step into the game industry, and I spent 10 months as an intern in the early phases of the product. I was thankfully hired to continue afterwards and continued to work on the game until about half a year before the release, after which I shifted over to TERM1NAL.
This was the first project I ever helped develop with Unreal. I was still a rookie at scripting and blueprinting back then. Before I started, I would have never said I could script. While I might never become a C++ master, I’ve grown into a solid blueprinter and Landfall was the first step towards that.
This was the studio’s first VR project. While it was still early days in the industry, even developing for a headset with just a controller taught us a lot about how to design a comfortable experience in VR.
I developed a significant chunk of all levels in the game for both versus and single-player, including the final boss, wave-based AI spawning systems, scripted level-specific elements and more.