Charlie B
cbennettdesign.bsky.social
Charlie B
@cbennettdesign.bsky.social
Technical Designer @ Riot Games - Prev @WG_SYD @Behaviour , Burger Lover, Mech Fanatic.
Making - https://store.steampowered.com/app/2272040/Homebound_New_Begin
Realizing that I should have been using SmartObjects for ages 🙏🙏
November 8, 2025 at 11:08 PM
I had been putting off rebinding my collapse/expand all binding in rider for 2 months.... it took 30 seconds to change and dear god the needless suffering. 🎨
So Clean
So Readable
Wow
November 1, 2025 at 2:24 AM
'We have monster battle arenas at home'

Breaking down the mechanics was a bit of fun, seems like the flow is:
Targeting > Command > React.
Player targets an enemy.
Command is generated and visible through the target circle.
React, monster AI controller paths to command to act.
October 19, 2025 at 1:58 AM
My favourite new tech has to be using the Hidden Categories for base classes, the amount of excess scrolling this Hide Categories list is a godsend 🙏🙏 #UnrealEngine5
October 11, 2025 at 5:08 AM
#UnrealEngine plz the the rename is needed. #UE5
September 16, 2025 at 6:23 AM
Realizing I've been using a concept UE already has hidden in Lyra of GTag/InstancedStruct combos for generic messaging.
Can use the 'Creator' Comp to populate loot based on what Content GFPs exist and use Character Tagging to assign.
Character.Animal.Deer > Item.Material.Leather
September 7, 2025 at 6:53 AM
Filtered GameplayTagContainer☕️it's a bit janky but if it means I get to click less it's a win. Now watch as I find out it already exists in engine somewhere 🙃
September 6, 2025 at 7:06 AM
Trying out GameplayTags in different forms, works pretty well for Prototype anim component although there's maybe a better setup to be had here. #unrealengine
August 3, 2025 at 3:41 AM
I'm not sure where this stems from but!
Materials and Anims are Green.
Blueprints... well that one's obvious.
Characters/Maps are yellow/orange
Props are Pink
and UI is Light Blue. It's just good science.
August 2, 2025 at 5:10 AM
A week of Baldur's Gate Honour mode got me back on the strange prototypes.
July 28, 2025 at 7:08 AM
Messing with new styles in my systems prototyping, I find I tend to lean on 'clean' and 'simple' UI rather than ever trying anything a little bit more out there so forcing that muscle a lil.
July 20, 2025 at 4:00 AM
One more try this time it's gonna work!
July 19, 2025 at 8:30 AM
The Boss Battle is upgraded, much happier with the combat skeleton built out for this fight, an interesting zoning and close up ability to work with keeping players thinking. #gamedev #indiedev
June 21, 2025 at 9:29 AM
On one hand bug, on the other, excessive scope creep of feature I in no way need.
June 21, 2025 at 6:20 AM
Building out a boss fight after refining the individual styles in combat.
June 21, 2025 at 2:37 AM
Imbuement of weapons runnin smoothly, decided to style the equips so they can be driven through data depending on the weapons properties along with gettin a basic slash modification going. #gamedev #indiedev
June 12, 2025 at 7:41 AM
Messing with "imbued" weapons, that bridge two damage types together to give the standard weapons a little bit of magic. For now it's overriding systemically out of the box!
eg. Swords - Flame / Slashing vs the Spears - Flame / Piercing.
June 11, 2025 at 7:06 AM
Heatmapping the keyboard over a day to find my unused binds/macros 🧠🧠
June 8, 2025 at 8:00 AM
Anyone know of cleaner ways to generate cancellable timers?
This always feels correct but it just takes up so much space for boilerplate like setup, disregard the redline not being a CreateEvent. #unrealengine #ue5
June 8, 2025 at 3:24 AM
Wrapped up the first set of Abilities for the Bow!
There's refinement of targeting/projectiles to be done, but the first go seems to encapsulate the goal of a speedy and agile type.
Might throw in a trap ability once other core weapons are solid #gamedev #indiedev
June 7, 2025 at 7:57 AM
Standard mad dev ramblings in paint #gamedev
June 7, 2025 at 3:10 AM
Spent an hour trippin on the first stair of assigning GFP data to DataRegisteries because I ticked a box by accident...

But now I have debugged them so hard there's no going back, registered data or bust!
June 2, 2025 at 8:21 AM
Deciding which assets to make Conjurable elementals and which look too enemy-ish. #gamedev #indiedev
May 24, 2025 at 6:21 AM
WHY DID I NEVER TRY THIS BEFORE! BP Editor lets you dock to sidebar to maintain space while you need it!!
May 18, 2025 at 2:41 AM
Wanted to make a process video showcasing how I work with Marketplace assets in a more shortform way 📽️ #gamedev #indiedev
May 11, 2025 at 3:26 AM