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15 Minutes to the End of the World

Title: 15 Minutes to the End of the World
Genre: Shooter 3rd Person
Release Date: 1st Quarter 2025
The world is held hostage from within the Japanese territory, all the cute, bizarre, and stereotypical critures on Japan have started a violent and adorable rebelion untill their demands are met.
Until then, they are restarting time every 15 MINUTES. Little they know what you will give them instead.
Single-player
Achievements
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About This Game
Description:
Your objective is clear: Find and destroy the Cuteling Rebelion by defeating their leaders, the biggest 5 most stereleatypical japanese bosses ever. If you fail to defeat a leader, or you die, time will restart fortunately you are within 15 minutes fo every boss in this crazy open world.
To your advantage, cute japanese creatures have no rights, nor protection laws, nor Geneva conventions to save them. So no mercy, no prisoners, no petting the dog, no "can we take it home with us...?", they messed up with the wrong police women, SHOW THEM THE TRUE MEANING OF MASACRE AND PAIN!!!
Loot up, gain experience, try the 16 diffrent fire weapons, their 6 different AMMO types, and the 4 grenades types in this incredible adventure where agressive cuteness has conquered Japan across their cities, towns, temples, parks and schools.
Tasks I worked on:
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Programmed the gameplay player mechanics, and combat system.
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Developed a modural missions system to create new missions type ideas on any level without any further programming.
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Optimized the levels to achieve 60 FPS on all console platforms, in an open world level.
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Designed a custom modular UI library from scratch to create menus that work with keyword and controller.
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Organized the levelling skill tree system on a hexagonal system that included +200 levels.
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Resolved errors and needs on the animation blueprint to help the art department with IKs.
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Programmed an hability interest based system to create 5 enemy bosses without creating new logic, apart from new interchangeable habilities.
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Programmed and Iterated on the enemy class, and enemy subclasses, to create up to 10 distingued enemy types with their own unique habilities.
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Developed a projectile system with 6 types of AMMO (normal, piercing, igni, tracing, explosive, summoning) and 4 types of grenades (sticky, proximity, swarm, gravitational).
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