Independent Unreal Engine Project
Role
Game Designer and Developer
Genre
Semi open-world, Narrative Based
Currently leading a self-initiated Unreal Engine project to strengthen my skills in technical direction, gameplay design, and production management. It’s a space to experiment with new mechanics and refine collaborative development.
(Please don't mind the assets and some environment as they are placeholders for now)
Read more about the mechanics here.
Below are some videos of some mechanics that have been created for prototyping.

Boat Mechanic (Buoyancy & Player Control)
Built a functional boat that floats using Unreal’s Buoyancy system. Added speed-based foam effects with Niagara and physics-driven controls for steering and movement. The player can hop on and drive it freely.
Dash Ability (GAS + Stamina System)
Created a dash ability using Unreal’s Gameplay Ability System (GAS). It consumes stamina, has a cooldown, and regenerates over time — all handled through C++ logic with smooth animation and input response.


Health System (Depletion & Regeneration)
Implemented a GAS-based health system that handles damage, gradual regeneration, and clamped values. Written in C++ for reliability and clean attribute syncing across gameplay.
Train, Helicopter & Cannon System
Developed in C++: a player-controlled cannon can aim and shoot at an AI-driven helicopter. The helicopter hovers, detects the player, and follows using a realistic banking motion and custom AI behavior.


Bow and Arrow System
Built a modular bow and arrow setup with projectile physics. On impact, a custom Niagara firework effect triggers, combining gameplay with reactive VFX for visual feedback.
Riding System
Designed a system where the player can mount and control animals. Used Blueprint Interfaces for seamless player–mount communication and input switching between characters. With the implementation of level streaming.


Floating Inventory
Created a 3D floating inventory UI above the player, fully coded in C++. The system updates dynamically with items picked up or used, integrating cleanly with gameplay logic.
Flying System (Customized Third-Party Asset)
Integrated and customized a third-party flight system to work with my own character setup, updating animations, inputs, and camera behavior for smoother control.
