Dillo’s Dilemma
*This page is in progress and may be missing some detail
Dillo’s Dilemma is a graduate Capstone project developed in Unreal Engine at the University of Central Florida’s Florida Interactive Entertainment Academy (UCF FIEA). Built over two semesters by a team of 18 graduate students, the project brought together a multidisciplinary team of software engineers, technical designers, level designers, 3D artists, technical artists, and project leads. I served as the Lead Programmer, overseeing core systems development, tools, and team coordination on the engineering side.
The game is a physics-driven platformer starring Dillo, a heroic armadillo who uses rolling momentum and pinball-inspired mechanics to battle invading rats and rescue his kin. Players must strategically place interactive objects to keep Dillo’s speed high and clear out enemies in fortified rat strongholds. Between missions, Dillo explores a vibrant overworld filled with secrets and collectibles.
Role & Features Owned
Lead Programmer
Jenkins Integration
Steam Pipe
User facing level editor
Network Multiplayer
Pinball Object Interaction
Spline bridging tool
Developer menu
This clip shows networked multiplayer in action
Network Multiplayer
I designed and implemented our network architecture using a client-host model, with one player acting as the server. I networked the player controller and inventory system using Unreal Engine’s client-server RPCs, and integrated Steam Sockets to enable peer-to-peer connections without port forwarding.
Build Mode
This is a planning stage in our game, once the player enters a Fort they will be instructed on how to beat the fort and then presented with the Build Mode. Here the player can place intractable Pinball style objects around the map (Blinko’s)
This clip shows a bumper style pinball object applying force on the player in reference to the objects plane
Pinball Object Interaction (Blinko's)
I worked closely with the Tech Design team to define the correct mathematical approach for applying forces to our pinball-style objects, called Blinko’s. I implemented the Bumper Blinko, which applies a horizontal force along its local axis to the player. Additionally, I created an adjustable force curve system that lets designers set minimum and maximum force values and scale the force based on how many Blinko’s the player has hit within a recent time window.
This clip shows the Blinko force being adjusted based on the Force Curve
Blinko Force Curve
This clip shows the use of a spline tool to generate a bridge with wooden planks and smooth collisions
Spline Bridging Tool
A Blueprint tool built using Unreal Engine’s spline system, actor instancing, and spline meshes. It allows designers to quickly create bridges and paths by placing instanced actors along a spline, with the option to generate a smooth collision surface using spline mesh components.
Developer Menu
A suite of in-game tools built to streamline development and debugging:
Pause and resume gameplay
Reset player position
Reload the current map
Load map list (generated at runtime)
Visualize projectile paths for tuning and debugging
Teleport system with map filtering
Save local teleport points