Below are some of the results of on-and-off working with Unreal Engine 4 through blueprints. I’ve included blueprint embeds and videos where possible.

Marble Maze

This was built as part of a Udemy series as an entry point to learning blueprints – while straightforward, I attempted to introduce some complexity into the level design for a bit of mastery, using point lighting to nudge players towards objects hidden from view, and sections where mechanical skill is tested – a bit, at least.


Mars Marine

This was also started as part of a Udemy series, but initially the course had no real feel tuning for the player’s weapon and some rough edges in the wave-based game mode, so I tuned accuracy cones for the assault rifle raycasts to make it feel less laser-like and added some flair in presentation and around the edges, like an out-of-bounds notification and kill sequence for the player when they strayed from the arena.


FPS Gameplay Sandbox Test

Initially, this began as a simple test to build an FPS player character from scratch without use of any of Unreal’s default pawn setup, and to try and rebuilt elements of Destiny’s Hunter class, specifically tuning feel for the double jump ability. I wanted to challenge myself to build these systems from nothing rather than relying on a lot of the work that Unreal provides by default, which I feel I’d been overly dependent on in the examples above.

Eventually, this expanded in scope to custom functions for all three types of Hunter jump (High, Control, Triple), and again to include a basic mockup of the Skyburner’s Oath exotic scout rifle behavior; this currently doesn’t include tracking projectiles but does have the dual fire modes with a simple faked ADS setup that pulls down the FOV. The jump mechanics were created in blueprints outside of Unreal’s player pawn jump functionality to allow for additional feel tuning and rules about consumption of jump charges in instances like players walking off of ledges and subsequently trying to jump. Basic recoil for weapon fire, as well as camera shakes on jump actions to sell the feel a bit more were added, as well as an additional camera bounce on landing that’s dependent on the player’s downward velocity.

Health and damage systems were built, and then mockups of the Halo Overshield and Active Camo powerups. A simple dummy target was built from scratch, which has a very basic perception model that tracks the player once they enter its field of view. Most recently, a basic ammo and reload system was implemented.

Next up: a lot of polish on the camera bobs – they’re a little generous at the moment as they were a bit subtle for video.


Blueprint Walkthrough: