During my Unreal Engine course, I developed a compelling final project that not only marked the culmination of my studies but also served as a comprehensive introduction to the capabilities of Unreal Engine 5. This prototype lays the groundwork for a potential third-person zombie shooter game, leveraging the engine's advanced features. Through this hands-on experience, I delved into Unreal Engine 5's dynamic rendering, immersive environments, and intricate gameplay mechanics. The project stands as a testament to my growing proficiency in game development and reflects the exciting potential for the evolution of this concept into a fully realized and engaging game.
In designing the player character for my project, I delved into the complexities of game development
by importing character meshes and animations, laying the foundation for a dynamic and responsive in-game model.
This endeavor presented an invaluable opportunity to deepen my understanding of animation setups within Unreal
Engine 5, navigating the intricacies of animation blueprints, blend spaces, retargeting bones, and seamlessly
blending animations across various segments of the skeleton.
The project became a testing ground for honing my skills in animation mechanics. Notably, I incorporated state
machines to orchestrate distinct sets of animations, dynamically transitioning between Idle and Aiming states. This
strategic use of state machines not only enhanced the player's visual experience but also contributed to the overall
fluidity and realism of the in-game character's movements.
In creating the player loadout, I developed a dynamic system, laying the groundwork
for seamless integration of additional weapons in the future. The current arsenal comprises an Assault Rifle,
Shotgun, Melee Weapon, and Grenades, offering a versatile toolkit for engaging gameplay. To ensure precise weapon
interactions with enemies, I implemented collision ckecks with by utilizing ray tracing, guaranteeing accurate collisions.
Animation montages were strategically incorporated into the loadout, facilitating smooth transitions and enhancing
realism. Specifically, reloading and weapon swapping animations seamlessly blend with the player's movements, adding
a layer of fluidity to the combat experience. This meticulous design not only enriches the visual appeal but also
contributes to the overall immersive and dynamic nature of the player's interaction with the in-game environment.
While working on the enemy implementation for the project, I integrated three distinct enemy types by importing their meshes and animations. Emphasizing scalability and structured design, I employed inheritance to establish a cohesive and easily expandable framework for the enemies. The implementation of an AI system, powered by behavior trees, provided the enemies with dynamic decision-making capabilities. Going beyond standard enemy behaviors, I programmed abilities that are strategically called through the behavior tree.