KJ.KEITH JANISHGAMEPLAY PROGRAMMER
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PROJECT 03 / TEAM CAPSTONE

Released

Clockwork Trials

A first-person time-loop puzzle game about stopping a nuclear missile launch inside a secured facility.

MY ROLE

Frontend / UX / VFX Programmer

ENGINE / LANGUAGE

Unreal Engine / C++

PLATFORM

Windows PC · itch.io

TEAM

4 developers

Clockwork Trials title artwork in cream on a burgundy background
Clockwork Trials · Project artwork

THE EXPERIENCE

One facility. A missile launch. Sixty seconds to change the outcome.

Enter a secured nuclear launch facility as a time traveler trying to stop a missile launch. Every 60 seconds, the loop resets. Gather NPC clues, solve connected puzzles, unlock paths, and use what you learned from earlier attempts to reach and disable the missile before time runs out.

Project highlights

  • Publicly released as a downloadable Windows build.
  • A 60-second loop turns repeated attempts into knowledge and route mastery.
  • Readable HUD, timer danger feedback, interaction prompts, and result flow.
PROJECT FOCUS

My contribution centers on the player-facing layer: making interaction state, countdown pressure, and restart flow easy to read. The broader puzzle, AI, level, audio, and backend work belongs to the team’s combined effort.

MY CONTRIBUTION

Frontend / UX / VFX Programmer

01

Frontend & menu flow

Built and refined HUD feedback, menus, results, credits, controls UI, and accessibility-facing UI polish.

02

Interaction clarity

Supported readable object interactions through prompts, reticle changes, and feedback for gameplay state changes.

03

Time pressure & visual effects

Integrated feedback and visual effects for the countdown, loop-reset moments, puzzle interactions, and overall game clarity.

04

Team release

Worked with the team to ship a public Windows build and present the completed capstone.

HOW IT PLAYS

Systems & features

Features of the complete team build. My specific contributions are detailed above.

  • 60-second countdown and loop resets
  • First-person controls
  • Interactable object framework
  • NPC clues and dialogue
  • Keypads and randomized codes
  • Memory puzzle progression
  • Wire-cutting puzzles
  • Locked doors and connected-object puzzles
  • Ladder traversal
  • Timer danger HUD
  • Interaction prompts and reticle feedback
  • Results, credits, pause, options, and controls UI
  • Player feedback VFX and loop-reset presentation

Design goals

  • Create urgency while rewarding knowledge gained in previous loops.
  • Keep the HUD readable and reactive without obscuring the facility.
  • Make puzzle gates and required interactions clear.
  • Help players learn, retry, and optimize their route through consistent clues and restart rules.
  • Ship a compact Windows experience that communicates the team’s gameplay loop.

UNDER THE HOOD

Technical notes

  • Built in Unreal Engine with C++ for single-player Windows PC.
  • The facility route combines puzzle gates, NPC clues, locked doors, ladders, and the missile-disarm objective.
  • HUD and menu feedback communicate interactions, countdown danger, results, and restart flow.
Project type
Released game / student capstone
Camera
First-person
Timeline
Released capstone build
Audience
Players who enjoy puzzle chains, time pressure, and learning through repeated attempts
Ownership
Team project / student capstone

THE RELEASE

Credits & links

Developers
Keith Janish, Jacob Cunningham, Nicolas Anestor, Matthew Tedford
Company
Up ’n’ At It Games
Publisher
Self-published on itch.io
Availability
Public playable Windows build
NEXT PROJECTFirebase

LET’S CONNECT

Let’s make
something playable.

Have an internship, entry-level opportunity, or a game development team in mind? I’d love to hear from you.

Open to internships & entry-level roles