Playable Demo Reel

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Details on Gameplay Features

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UE5 Project created by me, from the ground up!

FAQs

  • Capturing gameplay animations in a rendered environment isn’t real gameplay! This playable reel features my own animations and implementation to create a full Enemy AI.

    My goal is to showcase my abilities of bringing a game feature from start to finish.

  • For features that include animation:

    • Mocap the actions I need.

    • Retarget to my Unreal control rig.

    • Clean up and split all mocap takes within Unreal.

    • Implement necessary ABP/BP logic, Behavior States, State Machines, blending flow, etc.

    • A lot of testing both client and server side through packaged builds.

  • Enemy AI State Machine

    • 4 states (Idle, Start, Walk/Run, Stop). Multiple animations linked in each state.

    • 9 directional starts based on current enemy to player angle.

    • Feet syncing

    Look at IK and Ground IK

    • Look at Control rig setup with different turning speeds per body part. Clamps at min/max angles.

    • Feet Placement on ground.

    AI State Tree

    • 3 main states (Idle, Movement, Attack). Follows the player until within attack radius.

    AI Perception

    • Hearing, Sight, and Damage perception activated through the AI Controller.

    Hit React System

    • Triggers on hitting a hitbox by line trace.

    • Hit Reacts play on Hit Angle

    • 4 additive blendspaces get activated based on the Hit Angle and Intensity (Limbs, CoreBody, SpineTwist, and Wobble).

    • Blend masks on different Limb hit.

    • Additional 7 additive animations for more randomness in movement.

    First Person State Machine

    • Additive arms and camera animations

    Death

    • 8 Directional deaths which then triggers respawning

  • Yes! Here is a list of the upcomming gameplay features:

    • 1P Player Melee Attacks.

    • Enemy Roaming Patrol Path Moveset and Behavior State.

    • Enemy Vaulting

    • Enemy Climb up and down