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Project Runaway (?)

This is a solo developed project in UE5.

After my layoff from Highwire Games in January of 2025, I decided to put all my efforts into learning as much as possible in UE5 and potentially re-direct all my efforts and free time toward a cohesive focused narrative SP title.

As someone who has spent pretty much his entire career in videogames in one or two specialty, I am learning things I had never any idea how to do before on a daily basis. I always had Technical background, but to be able to actually use them here in much larger scale than I ever did, has been a journey on its own. This is just a sampling of daily triumphs/struggles on working on my own stuff. 

The Goal is to reach this level of visual fidelity



​Dev Blog

  • Added a fully functional "Storage Locker" that is fully aware of your inventory and how to react to it (e.g. storing multiple similar items, but can only retrieve one/ automatically convert doubled weapon to ammo)
  • Add Melee
  • Figured out the Aim Offset stuff - it is fully working with the Shotgun at the moment
  • ​Overhauled the entire weapon system - now fully running on Enums
  • Fully context sensitive inventory system - now showing proper functions available to each item
  • Added Hand Cannon and Shotgun - The animations definitely could be improved, but that's just on animation side
  • Cleaned up all the D-pad functions for weapon assignments
  • Full Parity between whatever happens in game and inventory (reloads, holsters, UI, etc)
  • Adding a reload system
  • Adding a semblance of Inventory system - Each item gets proper function assignment
  • Add Item Inspection with it's own camera control

  • After so much banging my head against the wall, finally figured out the Chaos driving to a degree and have the car actually controllable
  • Improving Traversal with mantling
  • This is non specific - can happen on any surface IF within reach of the player
  • Different height of mantle depending on whether the player is crouching or not
  • Takedown from behind mechanics
  • Making sure it functions properly even with multitude of AI present in vicinity
  • Creating Animation BP from scratch
  • Creating basic traversal mechanics/controls
  • Pistol/Shotgun gunplay + ammo pickups + UI
  • Exploding barrels
  • Very basic enemy AI + UI

  • Learning all the cinematics tools
  • Rigging the car in Maya and Unreal for hand keyed or procedural animation or mix of both

  • Getting the hang of City Environment which Epic provided and World Partition.
  • All the new exterior lighting additions
  • Playing with some VFX/bokehs/VDBs/Fog/Atmpspherics

Learning "coated" material and applying it to the Layered shader via the samples Epic provided

Showcasing some new stuff I learned recently in 3dsmax (using UDIMs), Substance Painter, and Unreal Layered shaders



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