Deadly Burrito

Developed in Unreal Engine 4 (VR) by Atomic Pinata, a student studio created for the Final Year Project module at ESAT. Published in Oculus Store and Steam.

Deadly Burrito is a frenetic shooter for Oculus Rift settled into the Mexican festivity of Dia de Muertos. Play as Esteban Juanito Armando Sabino de la Rosa Dominguez, a professional burrito eater that dies after eating the spiciest burrito in the world. As Juanito, you wake up in the Mexican underworld where you meet La Catrina, goddess of Tierra de Muertos. After knowing the pathetic cause of your death, La Catrina challenges you to cross Tierra de Muertos defeating hundreds of her undead servants. If you manage to build your own Altar de Muertos and escape, you will go back to life.



  • Motion Controller and Touch Motion Controller: Create the main controller class, detect the oculus controllers and set the input map. It wasn’t easy at first time because we did not have experience in VR and we had some problems at start.

  • Fire Weapon class and main methods: Create the main fire weapon class and main methods, making some of them overridable to implement easily other types of weapons.

  • Bullets: Create the main bullet class and normal bullet. As in the Fire Weapon class, some method are overridable to implement more types of bullets easily.

  • Self-directed bullet: Implement a specific bullet which searches for the nearest enemy and go for him. It can do this N times after hitting an enemy.
  • Decals implementation: Implement the decals when a bullet hits on a static element in the game. It was my first contact with decals so I had to do a some research about how decalls works in Unreal.

  • Particle Manager: A class with some methods to execute the particles of the game. Some particles are different from others so I had to make a method to set each particle type before playing it instead of using the common «playparticle» function of Unreal.

  • Most of the particles and integration: First contact with the Unreal Particles System, which I had no experience about. It was really difficult at the start, because I had to make huge research about how it works in Unreal and I didn’t have anybody who could help me. Integrating the particles wasn’t as difficult as creating the particles, but understanding my classmates code was necessary for me to find the best way for calling the function and so executing those particles.

  • General Project Fixes: At the end, we all had to fix a lot of stuff in the projects as for example fixing some enemies AI (UE4 behaviour trees), weapons, etc..