Tristan Brown

Game Design | Game Programming | Project Management

← Back to Projects

The Path to Camelot

Combat and level design project in Unreal Engine 5

Unreal Engine 5 Blueprints Combat Design Level Design
Engine
Unreal Engine 5
Team Size
Solo (with assets from others)
Role
Gameplay Programmer/ Combat Designer
Type
Personal / Coursework

Overview

The Path to Camelot is a student project focused on combat and level design in Unreal Engine 5. I made this game using free or classmate made assets, Blueprints for the game logic, and Maya/Mixamo for animations

My Role

For this project I implemented a combat mechanic for the player and enemy AI that would pursue them if seen. I also implemented a third character that would follow the player as they make their way through the level. Finally, I designed and created the level for the player to explore.

What I Learned

While working on this project I learned about the many different elements of a combat system that combine to make it feel good. I learned about Animation Blueprints and how crucial properly timed animations are for a tight combat system. I learned a lot about Blueprints' strengths and where C++ becomes necessary for performance and complexity. I also learned about the tools available in Unreal for creating NPCs and Enemies for the player to interact with.

Challenges

One of the biggest challenges that I faced during this project was the timing of the animations. Creating a system where the enemy would attack quickly and the player would have the time and the tools to react was much more challenging than I thought it would be. That only made each iteration that much more satisfying as there was a significant difference each time I made a small tweak to the combat animations.

Description
Testing out how ragdolling feels in my environment and with the combat
Description
Setting up interesting enemy encounters that surprise the players and test their skills
Description
Figuring out the collision detection for melee combat in Unreal