Programming
Gameplay systems, player mechanics, combat, interactions and other technical implementation.
A course project built to bring together everything I learned throughout my Unreal Engine studies, including combat, exploration, stealth, RPG systems, behavioral AI, and level design.
01 — OVERVIEW
The Unreal Engine Prototype is a project developed throughout my Unreal Engine course, created to bring together the different systems and concepts I learned during the course. Instead of focusing on one specific type of gameplay, the project combines several mechanics to explore what Unreal Engine can be used for and how different systems can work together.
The prototype includes combat, exploration, stealth mechanics, RPG elements, behavioral AI, and level development. Working on all of these systems in the same project allowed me to experiment with different approaches to gameplay and understand how the various parts of a game can interact with each other.
This project was mainly a learning experience, so its main goal was not to create a complete commercial game, but to apply what I had learned and become more comfortable developing different kinds of systems in Unreal Engine. It represents the culmination of my course experience and gave me a much better understanding of both the technical and design sides of Unreal development.
02 — MY WORK
Gameplay systems, player mechanics, combat, interactions and other technical implementation.
Gameplay mechanics, system interactions and design iteration.
Behavioral AI, enemy behavior, navigation and different enemy interactions.
Level layout, exploration flow, encounter placement and gameplay spaces.
Experimenting with different mechanics and systems while testing what worked best.
Playtesting, troubleshooting, fixing issues and iterating on different systems.
03 — SHOWCASE
04 — MEDIA
05 — DEVELOPMENT
I started by getting familiar with Unreal Engine and its workflow, while building the first gameplay and level systems. This gave me a foundation to start experimenting with the different mechanics I wanted to include in the project.
I then worked on the main gameplay systems, including combat, exploration, stealth mechanics and RPG elements. The goal was to make each system work on its own while also allowing them to interact with each other.
After the core mechanics were working, I focused on behavioral AI and level design. This involved creating enemy behaviors and building spaces where combat, exploration and stealth could all be used in different ways.
The final result brought everything I had learned throughout the course together into one prototype. It gave me the opportunity to experiment with several different areas of Unreal Engine and helped me understand how I can approach future projects using the engine.
06 — TECHNOLOGY
07 — DEV COMMENTS
This project has been a really interesting part of my journey because it was my first real experience working with Unreal Engine. After spending so much time developing in Unity, learning how to approach similar problems in a completely different engine was both challenging and exciting.
One of the things I enjoyed the most was being able to bring together so many of the things I had been learning throughout the course. Instead of focusing on just one mechanic, I could experiment with combat, exploration, stealth, RPG elements, AI and level design, and see how all of these systems could work together as part of the same experience.
This project also made me realize how much there is still for me to learn. A lot of things that seemed simple at first became much more complicated once I actually had to build them myself. There was a lot of testing, breaking things, trying different approaches, and figuring out why something was not working the way I expected. But honestly, that is probably the part of development I enjoy the most.
More than anything, this prototype feels like a snapshot of where I am in my Unreal journey right now. It was never meant to be a finished commercial game, but rather a project where I could experiment, make mistakes, and understand the engine better. Looking back at it, there are definitely things I would approach differently today, which is actually one of my favorite parts of looking back at old projects.