

Roles
- Programming
- Texturing
- Modelling
- Game Design
- Level Design
Tools Used
- Unreal Engine
- C++
- Blueprints
- Blender
- Perforce
- YouTrack
Project Description
In order to learn Unreal Engines Gameplay Ability System (GAS) and to put other functionalities of the engine into practice, in my free time I am developing a small RPG. In addition to a skill system based on GAS and the Asset Manager, a minimap, a simple AI, a fast travel and a simple menu system are currently implemented in C++ and Blueprint. So far, the player can use five different abilities: Heal, Dash, Magic Beam, Area Damage and Fire Explosion.
In the future, I plan to create an open world. The landscape and key locations are already prototyped in Blender. To create the landscape, I plan to use World Creator, for the procedural generation of houses and other assets I plan to use Houdini.
For this project I use Perforce as version control system and YouTrack as issue tracker.
My Role
Implementation of the Gameplay Ability System based on different learning resources (ActionRPG from Epic Games and Udemy Course from Ambience Lee) in C++ and Blueprint. Development of other RPG features like minimap, fast travel and a compass system. Server admin of private Perforce instance. Prototyping of the open world in Blender.
Notable Features
- Gameplay Ability System Implementation
- Asset Manager Implementation
- Minimap
- Fast Travel
- Compass
- Simple enemy AI
- Niagara FX for different particles: Snow, Rain, Falling Leaves, Flock of Birds, Fireflies, FishSwarm