Developed over 2 weeks
Created using Unreal Engine 5
Focus on combat and stealth
Texatured Greybox
Epic Marketplace Assets used: IWALS by Jackob, Stylized Modular Crystal Mine
TO-DO
STEALTH ENCOUNTERS
I focus on ensuring players have clear visibility of enemy paths, which allows them to strategize effectively.
Using different paths, distraction elements, and spaces that only allow the player to see the enemy was the main method for creating stealth combat encounters.
COMBAT ELEMENTS
Designed a variety of combat spaces, ranging from close to long-range encounters, incorporating diverse elements such as head-glitches, cover zones, elevated vantage points, and strategic positions to enhance tactical gameplay and offer players multiple combat options.
SCRIPTING
I created and implemented various scripts using Blueprints, adding features like button-activated doors, new loot options including extra ammo for the player, realistic lighting effects for the lamps, and integrated puzzle elements to provide more engaging gameplay.
MEMORABLE EXPERIENCES
Creating memorable experiences is crucial to providing players with a immersive gameplay experience. For example, using a zipline to enter a base breaking through obstacles along the way or having the bridge collapse as the player walks across it falling onto a ramp. These are just a few of the diverse experiences that leave a lasting impression.
Working on this project really taught me a lot about stealth combat design and how tricky it is to make gameplay both fun and challenging. One of the coolest things I worked on was linking combat and puzzle areas in a way that made sense in the story, leading up to a tense escape sequence. What I enjoyed the most was figuring out how to make these moments feel natural instead of just random obstacles, so they actually added to the player’s experience.
That said, there’s still a lot I want to improve. Right now, the AI feels a bit too predictable, and it doesn’t really react in a way that keeps the tension high. Making it more dynamic and responsive to the player would definitely be my next step. I also think the lighting could use some work, it should feel more natural and balanced, keeping that stealthy atmosphere without making things too dark or too bright.