Project Info:
Role: Gameplay Programmer Team Size: Time Frame: Engine: Unreal Engine (C++) After the archbishop of a grand cathedral mysteriously passes away, his successor takes the mantle and exerts his rule with an iron fist. As he twists the doctrine of the god he worships, he and his followers grow twisted and monstrous in their greed and defiance. Now more power hungry than ever, the Archbishops ultimate plan is set in motion.
Ok’Rahms Creation
Overview
In this project, I designed and implemented a torch-based sequence puzzle.
Players must light torches in the correct order to solve the puzzle. The goal was to create a mechanic that requires memory, attention, and timing.
Torch Interaction
Each torch can be activated and stays lit for a limited time unless the puzzle is solved.
This creates light pressure without being overwhelming. Once the puzzle is completed, the torches lock in place to clearly show success.
Puzzle Structure
I built the system in a modular way.
There is:
A base trigger system
Individual torch behavior
A puzzle manager that checks the correct order
This makes the system reusable and easy to expand.
Design Thinking
If the player activates a torch in the wrong order, the sequence resets. This encourages learning through action rather than punishment.
The system can also support different puzzle types, giving designers flexibility when building levels.




