"MEGA WOMAN X"
"MEGA WOMAN X"
VIDEO SHOWCASE
Type: Personal Project, 2.5 Dimensional side scroller (solo build)
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
Asset Pack credit: CAPCOM
Sound credit: Lil Yacthy, TeknoaAXE
GAMEPLAY
Players can power up their weapons and unleash devastating attacks on their enemies in a three-dimensional world.
The player will explore a two-dimensional world inspired by Mega Man X.
The players can travel between two-dimensional and three-dimensional worlds while encountering enemies in both dimensions. This provides unique opportunities for the player to engage with various enemy types.
Players will navigate through iconic levels while mastering Mega Man's signature wall jump and dash techniques.
The blueprint represents Mega Man X's world. I took this approach to give a third layer of symbolism. As the player, you’re literally seeing the world as it truly meant to be seen.
Reference Images
GAME DOCUMENTS
FINAL THOUGHTS
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.