[Prototypes]

It’s been awhile since I got my hands dirty using Unreal Engine.

I’ll be using this page to track my new gameplay prototype explorations starting 2025.

Just a disclaimer, these prototypes are not indicative of my design skills. They’re just my random tech explorations.


Throwing Chakram & Breakables:

More Information
  • Spawn & Despawn Chakram Entity.
  • Chakram Actions:
    • Movement Behaviors:
      • Hovering Positions.
      • Bobbing.
      • Spinning.
      • Wobbling.
    • Gameplay Cameras:
      • Default.
      • Aim.
    • Movement States:
      • Default.
      • Aim.
      • Recall.
    • Shoot Logic:
      • Charging Logic.
      • Projectile Settings.
      • Wall Attach & Detach Logic.
      • Interaction with Simple Breakable Entities.


Exploring Gameplay Cameras Plugin in UE 5.6:

More Information
  • Gameplay Cameras & Transitions.
    • Default, Default Indoors, Aim Default, and Aim Indoors.
  • Simple Indoor Camera Collision Logic.
  • Simple Strafing Setup.


Bow Combat Scenario:

  • Inspired by Tomb Raider.
More Information
  • Character Setup:
    • Default, Default Indoors, Aim Default, and Aim Indoors.
  • Bow Component:
    • Aim:
      • Character Aim Animation (Tweaked Paragon Asset).
      • Spawn Bow & Arrow in Sockets.
      • Spawn UI Reticule (If Enemy Detected, Turn Red).
      • Activate Strafing.
    • Draw
      • Bow Drawing Animation (Created Using Control Rig System).
      • UI Drawing Reticule Animation.
      • Draw Max. Feedback:
        • Bow Emissive Pulse.
        • Bow Warp VFX.
        • UI Reticule Animation.
    • Shoot:
      • Spawn Arrow in Camera Facing Direction.
        • Shoot Character Animation.
        • Projectile Movement (Strength Based on Input Hold Duration).
        • Shoot Camera FOV Animation.
        • Arrow Trail VFX.
        • Shoot SFX.
    • Arrow Hit Feedback:
      • Hit Actor:
        • Bone Physics Hit Flinch (If Enemy).
        • Attach to Others (Walls / Floor).
      • Damage:
        • If Fire Arrow, Apply Fire Damage (DPS).
        • If Not, Apply Damage (Value).
      • Hit VFX:
        • Spawn Fire (If Fire Damage).
        • Blood (If Enemy).
        • Warp VFX (If Enemy).
        • Normal (If Others).
        • Set Global Time Dilation (If Death).
      • Hit SFX:
        • Blood Splurt (if Enemy).
        • Normal (if Others).
      • Camera Shakes (For Hit & Death).
  • Health Component:
    • Apply Damage Interface:
      • Send Struct Info (Damage Amount, Type, Actor Impulse, etc.)
  • Status Effect Component:
    • Apply Status Effect Interface:
      • Burn Actor (Will add more types in the future).
  • AI Behavior:
    • Patrol State – Follow Spline.
      • No Path? Apply Waiting Conversation Animations.
    • If Hit? Go to Combat State.
  • Fire Pole Ingredient:
    • Apply Fire on Arrow.
  • Explosion Barrel Ingredient:

Almost halfway through the year, I feel like I’ve made amazing progress by myself so far.


Exploring a core horror game mechanic:

More Information
  • Enable Flashlight.
  • Flip for Screenlight.
  • Turn off Screenlight.


Continuing to explore Actors, Animations, Camera, and Materials:

More Information
  • Cinematic Camera Post Processing Effects.
  • Dynamic Depth of Field.
  • Small Objects Dither (Bushes).
  • Thin Objects Dither (Poles).
  • Lock-On Wall Cut Dither.
    • Mainly inspired by Ghost of Tsushima Combat Camera.

More Information
  • Inspired by the Collectibles in God Hand.
  • Item Movement (Spinning, Bobbing, Scale, Object Shake, Multipliers).
  • Interaction.
  • Health Refill / Gold Refill.
  • VFX, Opacity, Audio (Spawn, Distance Based BG), Rumble & Camera Shake.

  • Inspired by the Movement System from Resident Evil.

More Information
  • Lift Actor Movement Logic.
  • Lift Button Actor.
    • Proximity Interaction Indicator (Depending on Lift Status).

More Information
  • Door Actor Logic.
  • Simple Proximity Interaction Indicator.

Getting used to UE 5 basics once again by setting up simple ingredients.