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Modular Combat Design
I took a modular approach to implementing combat mechanics to mitigate bloated file structures. By separating each mechanic into its own actor component, I could write the same base logic and apply it to my player and boss actors.

C++ functions as Blueprint Nodes
Creating Game Feel
Adding "game feel" elements was the last step in making the project feel alive, such as:
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Screen Shake - to sell the impact of strikes
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Blood Particles - for the same reason
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Desert Lighting - for the "gladiator" theming
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Responsive UI - to give players feedback

A Modular "Hit Tracing" Component
Blueprints -> C++
90% of the project's logic was written in C++, exposing only necessary logic as blueprint nodes. I combined this strategy with the modular component design, writing key functions in C++ classes. This hybrid approach maintained blueprints' ease of use while ensuring optimal performance.

Final Demo
ROLE
Technical Game Designer, Gameplay Programmer
Team Size
Solo
Description
A short game demo about a galactic knight fighting for survival in a gladiator match. Created almost entirely with C++
YEAR
2024
GENRE
Action Combat
Technologies Used
Unreal Engine 5, Unreal Blueprints, C++
PLATFORM
PC
Soulslike Combat Framework
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