Time Angel

A fast paced FPS game made using unreal engine 4 as part of a university project

UnrealBlueprintsGamec++
Time Angel screenshot

A high-mobility, fast-paced first-person shooter built in Unreal Engine 4. Developed as part of a university project by a collaborative team of 4 developers.

Play test the game: here

My Contributions

Technical Design & Documentation

  • Authored the comprehensive Game Design Document (GDD) and Technical Design Document (TDD), establishing the core mechanics framework, architectural scope, and technical milestones for the team.

Gameplay Engineering (Blueprints & C++)

  • Advanced Traversal Systems: Designed, engineered, and prototyped a dynamic, physics-based wall-running system and an intuitive grappling hook mechanic to emphasize high-velocity momentum.
  • Combat Systems: Built the foundational infrastructure for the modular weapon system, handling input buffering, projectile physics, and responsive weapon feedback loops.

QA, Playtesting & Iteration

  • Orchestrated multiple internal and external playtesting pipelines to gather actionable user feedback.
  • Managed final debugging, performance optimization, and quality assurance workflows to ensure stable, build-ready game performance.

Features

  • High-mobility traversal (Wall-running & Grappling Hook)
  • Adaptive AI agents driven by Blackboard & Behavior Trees
  • Modular, responsive combat and weapon mechanics
  • Immersive single-player trial layout

Gameplay Mechanics Breakdown

Momentum-Based Grappling Hook

Enables players to preserve kinetic velocity and swing dynamically across vertical level designs, adding high-skill strategy to map traversal and positioning.

Behavior Tree AI Architecture

Enemies adaptively hunt and corner players using Unreal Engine’s Behavior Trees and Blackboard components, reacting dynamically to the player's high-speed spatial location.

Responsive Weapon & Combat System

Engineered for tight, punchy gunplay loop controls, giving instantaneous impact feedback tailored to fast-paced arena shooter requirements.

Dynamic Wall Running

Seamlessly transitions the player's movement states onto geometric vertical surfaces, encouraging creative routing and rapid evasion during combat.

Project Media

Start Screen Main menu interface and initial environment aesthetic.

Level 1 In-game screenshot displaying level verticality, structural paths, and user HUD elements.