Time Angel

A high-mobility first-person shooter built in Unreal Engine 4 with C++ and Blueprints, featuring physics-based wall-running, momentum grappling hooks, and Behavior Tree AI.

UnrealBlueprintsGameC++
Time Angel screenshot

Overview

Time Angel is a high-velocity first-person arena shooter developed in Unreal Engine 4 by a four-person university engineering team. The game centers on momentum conservation, vertical map traversal, and fast-paced gunplay against adaptive AI combatants.

Playable Build: Download & Playtest Here

Tools & Technologies: Unreal Engine 4, C++, Blueprints Visual Scripting, Unreal Behavior Trees & Blackboard AI


My Technical Contributions & Granular Systems

1. Technical & Game Design Architecture (GDD & TDD)

  • Authored the project's Game Design Document (GDD) and Technical Design Document (TDD), defining the class architecture, movement state machines, combat metrics, and milestone schedules for the four-developer team.

2. High-Velocity Traversal Engineering (Blueprints & C++)

  • Physics-Based Wall-Running: Designed, prototyped, and implemented the wall-detection raycasts, gravity scale overrides, and camera tilt transitions that allow players to traverse vertical geometry and chain wall-jumps without losing speed.
  • Kinetic Grappling Hook: Engineered a momentum-preserving grappling hook mechanic that calculates pull vectors and pendulum swing forces, enabling players to sling across vertical arena gaps.

3. Modular Combat & Weapon Infrastructure

  • Weapon System Foundation: Built the core weapon handling framework, implementing input buffering, projectile spawning physics, ammo state tracking, and immediate visual/audio firing feedback.

4. QA Playtesting & Performance Stabilization

  • Directed internal and external playtesting sessions, translating tester telemetry into movement tuning adjustments and resolving collision, AI pathing, and frame-time bugs prior to final submission.

Core Gameplay Systems Overview

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

Momentum-Based Grappling Hook

Allows players to preserve kinetic velocity and swing across vertical level geometry, rewarding high-skill routing and aerial positioning.

Behavior Tree AI Architecture

Enemy combatants track, flank, and corner players using Unreal Engine Behavior Trees and Blackboard memory components that update dynamically against high-speed player movement.

Responsive Weapon & Combat Loop

Built for low-latency FPS gunplay with crisp hit registration and rapid weapon state transitions suited for high-speed arena movement.

Dynamic Wall Running

Smoothly transitions character physics states onto vertical surfaces, encouraging players to stay airborne and chain traversal routes during combat encounters.


Direct Impact

  • Cohesive Team Execution: Establishing the TDD and GDD upfront aligned all four developers on shared interfaces for movement, AI, and level metrics from week one.
  • Fluid High-Speed Gameplay: Combining the wall-run and grappling hook state machines created a fast, skill-based movement loop that defined the project's identity.

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.