Kaboom - Return of Kaboom

Sven van Huessen | Jul 1, 2024

👥 Team Size: 12 (3 designers, 5 artists, 4 programmers)

🧠 Contributions: Core gameplay systems - Tools - UI - CI CD

🛠️ Role: Gameplay & Tools programmer

⏳ Duration: 8 weeks

🛠️ Engine/Tools: Unreal Engine, Blueprints


Kaboom: Return of Kaboom

Block D Team Project | Breda University of Applied Sciences

Technical Contributions

Core Systems Developed

  • Resource System: Dynamic resource transfer between ships, trucks, and factories with scalable reinforcement mechanics
  • UI System: Multi-input controller supporting gamepad, keyboard, and mouse with automatic input detection
  • Enemy Path System: AI navigation and behavior management

Tools Programming Focus

Specialized in creating developer tools to streamline team workflow:

  • Cross-disciplinary collaboration with artists and designers
  • Custom tools based on team feedback and requirements

Research Component: Continuous Integration

Implemented automated CI/CD pipeline including:

  • Discord Bot Integration: Team-accessible build triggers and notifications
  • Automated Building: Python scripts leveraging Unreal Engine CLI tools
  • Quality Assurance: Automated naming convention checking
  • Deployment: Automatic packaging and upload to Itch.io

Discord bot

Naming convention Check

Technical Stack

  • Server hosting and management
  • Perforce version control integration
  • Python automation scripts
  • Discord API integration

Results & Grade

Grade Achieved: 10/10

“You are after another straight 10 and it looks like you fully deserved it. Your build tool seems rather useful, and is based on solid research… You have been an excellent team member, and even became a SCRUM master.”
— Teacher Feedback

Key Learnings

  • Agile methodology implementation in game development
  • Tools programming for multidisciplinary teams
  • Research and technical documentation

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This project sparked my interest in tools programming and demonstrated the value of creating systems that help other team members. I continued this focus on year 2 as an Engine & Tools programmer.