Role: Creator / Unreal Engine Developer Unreal Based Cinematic Rendering, Gameplay Design
"From Ashes" is an ambitious third-person fantasy action-adventure game that I single-handedly developed using Unreal Engine. The game follows a knight's journey to unravel the mysteries of a fallen kingdom, blending intense combat, puzzle-solving, and rich storytelling in a vast, atmospheric world.
Game Design
Narrative: Crafted a compelling story of redemption and discovery, with branching dialogue options and multiple endings.
World Building: Designed a rich, interconnected fantasy world with diverse biomes, hidden areas, and a deep lore for players to uncover.
Progression System: Implemented a skill tree and equipment upgrade system, allowing players to customize their playstyle.
Gameplay Mechanics
Combat System: Developed a fluid, responsive combat system inspired by games like Shadow of Mordor, featuring:
Melee combat with combos, parries, and dodges
Ranged attacks with various projectile types
Special abilities tied to equipment and player progression
Puzzle Elements: Created Zelda-inspired environmental puzzles that test players' problem-solving skills and encourage exploration.
Open World Design: Implemented a seamless open world with dynamic events, side quests, and discoverable lore items.
Technical Achievements
Unreal Engine Mastery: Leveraged UE5's advanced features for stunning visuals and smooth performance:
Utilized Nanite for highly detailed environments without performance loss
Implemented Lumen for dynamic global illumination and realistic lighting
Employed Niagara for complex particle effects in spells and environmental details
AI Programming: Developed sophisticated enemy AI with varied behaviors and combat styles using Behavior Trees and EQS (Environment Query System).
Performance Optimization: Implemented LOD (Level of Detail) systems, occlusion culling, and efficient asset streaming for smooth gameplay across various hardware configurations.
Art and Visual Design
Character Design: Created the main character, NPCs, and enemies, each with unique visual styles and animations.
Environment Art: Designed and modeled diverse landscapes, from crumbling castles to mystical forests, using a combination of hand-crafted assets and procedural generation techniques.
VFX: Developed a suite of visual effects for spells, combat impacts, and environmental interactions using Unreal's Niagara system.
Audio Design
Sound Effects: Created and implemented a library of sound effects for combat, movement, and environmental ambience.
Music Composition: Composed an original soundtrack that dynamically adapts to gameplay situations and environments.
UI/UX Design
Intuitive Interface: Designed a minimalist, immersive UI that provides necessary information without cluttering the screen.
Menu Systems: Created responsive and visually appealing menu systems for inventory management, skill trees, and game options.
Noteworthy Features
Dynamic Weather System: Implemented a realistic weather system that affects gameplay and environment aesthetics.
Day/Night Cycle: Created a day/night cycle with dynamic lighting that influences NPC behaviors and certain game events.
Adaptive Difficulty: Developed an AI Director that adjusts game difficulty based on player performance.
Challenges and Solutions
Scope Management: As a solo developer, carefully prioritized features and used iterative development to create a polished, cohesive experience.
Performance Balancing: Optimized the open world and complex systems to run smoothly on a variety of hardware configurations.
Consistent Art Style: Maintained a consistent art style across diverse environments and characters through careful planning and asset reuse.
"From Ashes" showcases my ability to bring a complete game vision to life, from initial concept to final product. By leveraging the power of Unreal Engine and drawing inspiration from beloved titles in the genre, I've created an immersive fantasy world that invites players to lose themselves in a knight's epic quest.