Action Adventure Prototype

Unreal Engine Developer

Developed a third-person action-adventure prototype focused on character customization, combat mechanics, and modular player progression systems within Unreal Engine.

Technologies

Unreal Engine • Blueprint • Data Tables • Combat Systems • Character Customization

Overview

This personal project was created to explore the systems behind a customizable action-adventure game. Rather than building a complete production-ready title, the focus was on prototyping modular character systems, progression mechanics, combat interactions, and data-driven player customization.

Design Goals

The primary goal was to investigate how a solo-developed action game could remain manageable by using modular systems and predefined equipment. I wanted to prototype character customization, combat, progression, and world exploration while keeping the overall scope under control.

What I Built

  • Developed a playable third-person character controller.

  • Implemented movement, shooting, and damage systems.

  • Created a modular part and augment system.

  • Built data-driven equipment and stat loading using Unreal Data Tables.

  • Implemented customizable player statistics derived from equipped parts and augments.

  • Designed the project structure and gameplay flow using Figma for planning and organization.

Engineering Challenges

The main challenge was designing a progression system that allowed meaningful customization without becoming unmanageable for a solo project. To address this, I chose a predefined gear system augmented by modular upgrades, allowing player builds to change dynamically while keeping the underlying data architecture relatively simple.

Core Systems

Modular Part System

Implemented separate Data Tables for equipment parts and augments that could be combined to modify player statistics and gameplay behavior.

Combat Prototype

Built foundational combat systems supporting shooting, damage dealing, damage reception, and player health management.

Data-Driven Character Builds

Loaded player stats dynamically from equipped parts and augments, allowing different character builds without hardcoding individual configurations.

Project Planning

Used Figma to organize gameplay systems, progression ideas, and feature scope, helping keep the prototype focused and preventing feature creep.

Results

  • Created a functional third-person gameplay prototype.

  • Built a reusable data-driven customization framework.

  • Gained experience designing modular progression systems.

  • Explored techniques for managing scope on a solo-developed project.

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