Unreal Engine 5 Independent Project

Combat Design Prototype

Project meant to demonstrate my ability and potential to implement combat design in Unreal Engine. Focusing on 3 enemy archetypes with varying degrees of complexity and behavior. Also providing analysis of current build state, and areas of improvement for further iteration cycles. Systems not directly necessary to demonstrate the combat design were intentionally kept as simple as possible so development time could remain focused on the combat itself.

Play the build on itch.io

Password: CombatDesignProject

Project Overview

I wanted to design the prototype around readable behavior and enemy logic rather than stat based difficulty. The enemies should be able to create pressure based on actions, adaptability, and timed attacks. The enemies select actions based on their current combat state and player actions, rather than pure RNG. Letting the player learn the enemy behavior and feel an increase to their skill beyond numerical stat values.

I selected and altered pre-existing attack animations to enhance combat fluidity and readability to try and give each enemy their own identity, while tying the combat mechanics directly into them.

Disclosure

All models and source animations are from a third party and are not my creation.

3

Enemy archetypes

Fodder, Brute, and Elite

9

Attacks implemented

Each with its own conditions and cooldown

0

Randomized attacks

Every action selected from combat state and player behavior