"MEGA WOMAN X"
"MEGA WOMAN X"
Type: Personal Project, 2.5 Dimensional side scroller (solo project)
Development: June 2025 (9 days)
Description: I utilized some old assets to recreate the original levels of Mega Man X, and I created additional areas using my own blueprints for the player to explore.
Purpose: Mega Man X was one of my favorite games as a child, so I decided to create my own game inspired by the franchise.
Tools used: Unreal Engine 5, Blueprints
Asset Pack credit: CAPCOM
Sound credit: Lil Yacthy, TeknoaAXE
Level Mechanic:
Player can interact with 2-dimensional and 3-dimensional objects
Health System:
Player can receive damage from enemies, and it is represented in their health bar
Combat System:
Player can attack enemies with their gun
Player attacks can be charged to increase the damage output
Player Movement:
Player can run, dash, jump, wall slide, and wall jump
Enemy Behavior:
When the player is within range, enemies will attempt to attack the player
Some enemies will follow the player and must be destroyed in order to stop the pursuit
The players can travel between two-dimensional and three-dimensional worlds while encountering enemies in both dimensions.
Players can power up their weapons and unleash devastating attacks on their enemies in a three-dimensional world.
Players will navigate through iconic levels while mastering Mega Man's signature wall jump and dash techniques.
The player will explore a two-dimensional world inspired by Mega Man X.
Who doesn't want to be Mega Man? This game is truly a love letter from a fan to an amazing franchise. I played Mega Man as a kid and have great memories of trying to beat each level while figuring out how to defeat the final boss. The soundtrack was excellent, and I felt so cool playing Mega Man, especially Mega Man X. He could charge his blaster, wall jump, and dash on the ground, fighting hard to save humanity from the villainous Sigma. When creating this project, I aimed to capture that sense of fun and approach it from a unique perspective. I wanted the audience to feel like they were visiting a museum dedicated to all things Mega Man, and now it’s your turn to follow in his footsteps and embark on a hero's journey. I had a blast reliving some of my favorite childhood moments while building the world the player will traverse. I also wanted to create something different by allowing the player to transition seamlessly from a 3D world into a 2D world. This is best illustrated when the player leaves the 3D environment and must navigate on the "Blueprint Scripts" that outline the world they are actually playing in. I thought it would be cool—almost like the player is exploring a world within a world.