Fall Guys
In 2023 I worked as a games programmer at Wushu Studios on a contract with Mediatonic, contributing to Fall Guys' Creative Mode, the in-game toolset that lets players build and publish their own Fall Guys levels. I don't have access to the source, so this page covers what I worked on rather than a full code breakdown.
Multiselect & the Pivot Object
My main piece of work was multiselect for the level editor: letting a creator grab several placed objects at once and move, rotate, or scale them together instead of one at a time.
The approach centred on a single _selectedObject that
acted as the pivot for the whole selection. Every transform change
applied to it (a drag, a rotation, a scale) was
measured as a delta rather than an absolute value, and that delta
was then broadcast out to every other object in the selection.
Each object applied the same delta relative to its own starting
transform, so the group kept its shape and relative spacing no
matter how many objects were selected or where the pivot sat
within them.
The team's original discussion was about replacing
_selectedObject with a hash set so the selection had
no single pivot at all. That would likely have been the cleaner
long-term design, but it also meant a core system refactor. I
suggested the delta approach instead: it kept the pivot object in
place and let it stay abstract from the rest of the selection
system, since the only thing being shared between them was a
primitive delta value. It got us the same result with far less
risk to the existing code.
Gameplay footage courtesy of the official Fall Guys channel.
Object Rotation
Alongside multiselect I worked on object rotation in the editor. Rotation had to play by the same rules as the rest of multiselect: a rotation applied to the pivot needed to rotate every other selected object by the same delta, not just spin each one in place, so the two pieces of work were closely tied together.
General Feature Work & Bug Fixing
Beyond multiselect and rotation, most of my time went into general feature work and bug fixing across Creative Mode as the team pushed toward release.
Gameplay footage courtesy of the official Fall Guys channel.
References
This was contract work for Mediatonic, so I can't share source or go much deeper than what's above, but I'm happy to talk through the multiselect and rotation systems in more detail if you're curious.