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Realm Recovery.
Challenge.
Build a compact, playable Unreal Engine 5 FPS demo in six weeks, starting from the stock First-Person template and working within tight scope and resources.
Action.
I began by sculpting the landscape and populating it with free Marketplace assets to define the level’s flow and atmosphere. I then crafted the first meaningful encounter—a Wizard NPC driven by NavMesh AI, Behavior Trees, and a dedicated Animation Blueprint state machine (idle, run, attack with anim notifies, death, revive)—to establish core combat. Next, I introduced a secondary “Key” enemy within a volcanic arena: a streamlined AI variant paired with collision-triggered boulders on spline paths that create an approachable yet dynamic hurdle before the final boss. For the boss fight, I designed an arena on a floating island where the boss hurls explosive orbs capable of knocking players to their death; to defeat him, players must detonate these orbs within tight proximity to inflict damage, collecting one of three treasure drops per successful hit. To breathe life into every moment, I layered Niagara VFX for eruptions, spell impacts, and ambient effects; wove in targeted camera shakes for boulder blasts, spell casts, and enemy defeats; and developed a Blueprint-driven adaptive audio system that spatializes SFX and dynamically modulates music intensity—ensuring each action feels visceral and rewarding.
Result.
The finished demo evolves from a blank template into a cohesive, narrative-driven FPS—showcasing purposeful AI encounters, dynamic environmental challenges, cinematic VFX, polished character animation, and immersive feedback—all delivered within a six-week sprint. During playtesting, users were able to complete the entire level with no guidance or assistance, demonstrating the intuitive design and polish of the experience.
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