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Unreal & Game Projects

"Spirit Realm" in Twine

        Spirit Realm is being developed in Twine as a choose-your-own-adventure game based off the lore of the Sovereign Soul series. In it, you can choose your character's race and class, which assigns you random stats via 'die rolls' that take into account race and class of your new hero. From there, you can begin a journey starting at one point and unfolding into a branching narrative. You can choose your direction based off landmarks and just go!

        The game utilizes multiple features. A header at the top denotes the important stats of your character in every scene. A footer menu allows you to access your inventory, stats, and skills at any usable point in the story. Random and direct encounters take place depending on many stats. Your character's stats and skills allow you to take different routes or handle situations differently. NPCs you interact with will have different responses based on your race, class, skills, and what you've accomplished, but the end result of your journey is up to you. Will you become a hero renowned across the realms, or the darkest emperor? Will you make it to the end, or become lost in the woods forever?

"Spirit Realm" in Twine
  • The upper left corner is your race and class behind the scenes. They link to the next point via (display:) nodes.

  • The lower left is your inventory and status menu. They exist thanks to the footer option in every menu when allowed in-game.

  • The right samples the branching narrative and is mapped by direction. You start in the woods and can take virtually any route! For ease of use I'm making north routes above, east to the right, etc.

  • This section is the inventory screen.

  • The top information tells your current health, mana, and gold.

  • The 2nd part goes over your inventory and equipment.

  • The lower part uses passages and variables to check your equipment when you click on the keyword, ie. "weapon." Your equipment types are stored in variables and can be viewed here no matter what point in the story.

  • This is the 2nd screen you'll see upon booting up the game. You can choose your name, which the game then remembers and stores in a variable.

  • For the duration of the game, you'll be able to see your name and important stats in the header at every available section of the game. You can also check it in further detail via your Inventory and Status menus, to use potions or see what your level-up gained you.

  • The game uses creative commons pictures and some custom images to show your progress and help with immersion.

  • The UI involves coloring certain locations as important colors to tell them apart and lead the narrative in certain directions. However, they're free to be virtually ignored while you seek your own adventure.

  • Inventory and Status can be accessed at any applicable time via the bottom menu.

Unreal FPS Demo

       I created an FPS demo for Level Design 2 in school. Unfortunately I was not yet able to finish this assignment, but a lot of the groundwork was laid out for a functional FPS system with many neat features.

       The system contains health/armor systems with armor regen, health packs, 2 usable weapons (the 2nd of which isn't plugged in yet), crouching, sprinting, ammo, reloading, a minimap, responsive HUD, AI with sight, and more. I've included a video showing the current demo and some screenshots behind the scenes. 

       Despite being FPS, the game is created in third person mode with the camera manually switched for smoother graphics and the easier existence of the model. The demo currently works in the basic starting UE4 level, but work has begun to move that functionality into a new map.

       This demo was also made to increase my understanding of AI and animation blendspaces to recreate a similar system as a third person RPG.

Unreal FPS Demo
  • The HUD includes a working minimap, objective, armor, health, weapons, and ammo. The gun currently changes images when you pick it up but the new skin isn't plugged in yet.

  • Holding SHIFT activates sprint. CTRL activates crouching. R reloads your current gun. 1 and 2 toggle your corresponding weapon.

  • A sample tile in the intro shows the splash screen when taking damage and how armor will regen, but not health.

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  • Test gameplay with some blueprints shown below.

  • The scope widget flashes with a red icon when a hit successfully lands.

  • The character actually has a fully functional 3D model of a soldier with working blendspaces. Moving the camera around while acting should show what your character is actually doing at all times.

  • Map with the AI roaming area shown in green. 

  • Widget blueprints are shown at the bottom, including everything for the Minimap, main HUD, damage splash screen, and more.

  • AI currently only roams and has sight, but coding for their proper actions, pursuit, and custom models is well under way. 

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  • A glimpse of the 3rd person character blueprint. This allows for all functions such as reloading, switching weapons, crouching, sprinting, and more.

  • Part of this was amended later to fix a glitch where you could sprint while crouched, or shoot while sprinting. 

  • Some functionality here was not yet implemented in the demo reel and is still in the production phase.

  • While this assignment was handed in, it'll be revisited for my own projects later on!

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