A third-person top-down Unreal Engine game demonstrating modular gameplay mechanics and responsive combat systems.
๐ฎ Gameplay
A combat-focused top-down game showcasing modular gameplay systems.
Player and enemy combat mechanics include light & heavy attacks, dodge, perfect dodge, block, parry, and abilities.
Charge-based abilities: abilities can be charged up to three levels, triggering a different effect depending on the charge stage.
Dynamic UI system: includes a health bar, ability charge bar, and action bar, all updating in real time based on gameplay events.
All mechanics and UI are implemented through modular, reusable systems in Blueprints.
๐ ๏ธ Tools & Tech
Unreal Engine 5
Blueprints (main) for rapid prototyping and modular design
C++ GAS integration layer โ a Blueprint Function Library and Attribute Component built to introduce the Gameplay Ability System into an existing Blueprint project without rewriting existing logic. See technical breakdown โ
UI widgets, state machines, and event-driven systems
๐ Future Plans
Add more enemy types and smarter AI
Polish combat animations, visual effects, and feedback
Expand abilities and cooldown systems
๐ค Collaboration
Worked with an asset creator for art and assets. All gameplay systems, mechanics, and UI were implemented by me.
๐งฉ Technical Notes
The project is primarily built in Blueprints for fast iteration and modular gameplay design. A C++ GAS layer has been integrated to manage attributes, gameplay effects, and tag-driven logic โ designed to slot into the existing Blueprint architecture without disrupting it. See the See technical breakdown โ for details. Future updates may expand C++ use for performance-critical systems and multiplayer functionality.
