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
Gallery
Main menu interface and initial environment aesthetic.
In-game screenshot displaying level verticality, structural paths, and user HUD elements.
