A downloadable game

Project Overview
Early gameplay prototype developed in one week as the final project of a 160-hour Unreal Engine 5 course. The focus of the project is on building solid, extensible gameplay systems rather than visual polish.

Core Gameplay

  • Twin-stick, top-down shooter movement and aiming
  • Responsive player controls with clear separation of gameplay contexts
  • Adaptative move speeds based on aiming and crouching

Gameplay Systems

  • Custom weapon system: fully modular and scalable, designed to support multiple weapon types and configurations
  • Inventory system: custom-built to manage items and weapons
  • Damage system: unified, collision-layer–based solution shared by all entities (enemies, animals, player)
  • Shop system: placeholder implementation to validate interaction flow

Missions & Progression:

  • Mission system based on data-driven design
  • Missions can be accepted by interacting with a sign board in the hub area
  • Once a mission is accepted, interaction with the same mission on the board is disabled to prevent duplication
  • Missions are defined as data structs, making the system easy to extend and maintain

Input & Controls

  • Context-based input action mappings:
    • Hub: movement-only navigation
    • Overworld: aiming, shooting, and crouching mechanics

AI & Interactions

  • Enemies and neutral animals that can be damaged and eliminated
  • Basic AI behaviors implemented using Unreal Engine’s AI Perception component

Debug & Development Tools

  • Custom in-game debug mode, toggleable during gameplay
  • Visualization of weapon ranges, line traces, and bullet impact points to support tuning and debugging

Credits

  • All gameplay systems and mechanics were designed and implemented entirely by me
  • Visual assets sourced from external Fab store packages