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Games

Featured Work

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Curse of the Catacombs

Unreal Engine 5

Curse of the Catacombs is a "soulslike" game I have been working on by myself. I have created multiple types of enemies for the player to fight, a complex inventory system that allows the player to pick up, use, and equip many different types of items, spells, and weapons. It also has a system for dragging and dropping items. This game also includes 3 different levels I designed: a forest, graveyard and a mountain pass level. The combat system allows the player to dodge and parry attacks and enemies will stagger when hit.   This game was created using Unreal Engine 5 and Blueprints.

Otherworld Hunger 

Unreal Engine 5

3D RPG game about exploring an alien planet. As the player explores, they collect new ingredients and weapons and try to save the population from starvation. I was the combat programmer for a team of 12 people. I worked on creating AI for the enemies. This allowed the enemies to charge at the player if the player was in view. Then they would attack once they got close enough. The enemies would radomly choose an attack and attack the player as long as they remained at close range. I also worked on giving the player the ability to strike back and evade attacks. I also added sound effects for the movement of the weapons and when either player or enemy was hit. We were given a month to complete this game for the Game Jam.  I created this game using Unreal Engine 5 and Blueprints.

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Controlled Chaos

Unity

Controlled Chaos is a fast-paced 2D platformer started as a college group project and together we created 4 levels.  After the semester, I continued working on it and finished it with 10 unique levels and a tutorial. I used multiple unique mechanices like wall jumping, enemies chasing you, outrunning boulders, quick air dashes, changing gravity direction and controlling your character in space. The game involves a single player dodging obstacles (spikes, walls, moving creatures, boulders and saw blades) and controlling movement by using a keyboard and navigates along each level, trying to avoid the obstacles that will deplete health.  Each level increases in difficulty as the player advances.  The goal of each level is simply to get to the end but the player will be challenged to master controlling the character as well as the mechanics of the game.  The player will get to travel through laboratories, caves, sewers,  dungeons, sky and even space by the end of the game.   This game was created using Unity and C# code.

Night Watch

Unreal Engine 5 

Night Watch is a game I created as part of the Druid Mechanics Game Jam. We were given a week to create a game that fit the theme "what you don't see".  We created a tower defense game about toys that need to protect their child from waves of nightmares each night. Their duty is unseen by all but still very important. I worked with a group of 5 people as the designer and programmer. I helped come up with a game idea that would fit that theme and also designed the 8 different towers and enemies the player could build. Later, I also programmed the tower and enemies to have unique mechanics that set them apart from the other towers and enemies. For example, we had enemies that would disappear for a period of time and reappear later when they were ready to attack, enemies that would violently explode when defeated, and even enemies that would split apart and create more enemies when destroyed. We also had some unique towers: a rocket tower that would fire seeking rockets at great distances, a death ray that did more damage the longer it targeted the same enemy, and even a glow tower which caused enemies to move very slow. The goal was to prevent the nightmares from reaching the child. This game was created using Unreal Engine 5 and Blueprints.

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PCG Project

Unreal Engine 5 

Unlike the others,  this isn't a full game but rather a side project. I have played a number of games that use procedural generations. I was very interested in learning how to do it myself. The first online course I took taught me how to make a PCG forest. The trees, rocks and undergrowth were created with PCG code.  It received landscape data allowing it to change angles and heights based on the hills and valleys of the landscape below.  I also used a spline to create a path through the forest. I also learned how to use PCG to create large buildings with varying amounts of floors and windows. After those were created, I was ready to try and complete my ultimate goal: a fully procedurally generated dungeon.  After completing a course learning how to create a simple procedural dungeon with random rooms and some very basic enemies and item spawns, I took it much further and created a PCG dungeon with multiple floors. Each floor had its own unique rooms, enemies, items and traps which had a random chance of spawning. The number and types of rooms, kinds of traps, decorations, and  number of enemies and items could all easily be customized to give each floor a unique feel. Certain rooms like the boss room and stairs to the next floor were always the last to spawn on that floor.  There were also certain unique rooms and item spawns that only had a very small chance of spawning. Overall, it was very interesting to learn and I plan on improving my knowledge further. This project was created using Unreal Engine 5 and Blueprints.

Soar Beyond 

Unreal Engine 5

This game is an exciting 3D platformer created in Unreal Engine. Creating this game was a great way for me to learn and start to master the Blueprint system.  It was fun creating mechanics that allowed the player to grab onto things, battle fierce winds and manuever ice physics.  This game features a giant sprawling level in the sky that starts out easy but as the player advances in the game, new mechanics and challenges are contantly being introduced. The player must conquer crazy obstacles like swinging axes and spikes, deal with winds that can blow you off the level, make it through a maze filled with crazy traps and even try to make it through a glow-in-the-dark section. In this fast-paced platformer, the player must adapt to new challenges constantly in order to reach the end.  I created this game using Unreal Engine 5 and Blueprints. 

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Pong Unleashed

Unity

For another challenge, I decided to re-create an old video game in my own way.  I chose to re-create one of the very first video games: Pong.  The goal ws to keep the core game play similar but to add a lot of new modern features as well.  For example, the side of the paddle can launch the ball back with more force than the middle.  There are also items that spawn that have various affects on both players' paddles and the ball.  Two players can play each other or a single person can play against a computer player.    This game was created using Unity and C# code.

Undead Maze

The Undead Maze

Unlike the previous 2 games this game isn't meant to be a complete game. This game is my very first unreal engine 5 game. I had never worked in unreal engine at all so the crazy amount of options, plus needing to learn about the blueprints system was very difficult. So the goal of it was simply to create the basic elements of a shooter as well as a simple level to play on. I was able to do that, This game has two different weapons to use, shooting and reloading mechanics, a grenade you can throw, zombies that can detect and chase, and damage the player, checkpoints, and much more. There is also a system that rewards the player for headshots and that also decreases the damage for torso or arm and feet shots. I plan to Learn about unreal and create a full game with it in the near future.

Unlike the previous games I created, this game wasn't meant to be a complete game. This game was my very first Unreal Engine 5 game. I had never worked in Unreal Engine at all so the crazy amount of options, plus needing to learn about the Blueprints system were very difficult. So the goal was simply to create the basic elements of a shooter as well as a simple level to play on. I was able to do that. This game has two different weapons to use, shooting and reloading mechanics, a grenade you can throw, zombies that can detect and chase and damage the player, checkpoints, and much more. There is also a system that rewards the player for headshots and decreases the damage for torso, arm and foot shots. I am excited to continue learning Unreal Engine by creating a full game in the near future. I created this game using Unreal Engine 5.

Unreal Engine

Chad Hollens

Game Programmer Portfolio

©2025 by Chad Hollens

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