top of page

After The Fall

Overview

The Idea

My vision for this game was to create a post-apocalyptic adventure game incorporating a third person shooting element too. This was my final project to graduate from CG Spectrum and I worked on this game individually. I used the knowledge gained from the course and beyond by doing my own research.

Skills Used

  • Unreal Engine 5

  • C++

  • Blueprints

  • Git

What I Learned

Key Technical Systems

  • Implemented third-person climbing mechanics based on Zelda: Breath of the WIld's system following tutorial framework

  • Custom character movement component with Run, Walk, Crouch, and climbing state transitions

  • Animation state machine with 8D directional movmeent and climbing blend spaces

In Game Look

This is the first game I created with Unreal. During this project I pushed myself to go beyond the scope that I originally planned for the game. Before this project I had never used Ai in games. I made use of video tutorials to create unique Ai enemies with animations. This project primarily made use of blueprints with some C++ and looking back now after gaining more experience, I would be able to refactor the blueprints and move parts to C++.

Links

Custom Climbing System

  • Modular weapon framework using Blueprint parent classes with child class specialization

  • Enum-based weapon categorization

  • Unique recoil for each individual weapon

  • Ammo management with weapon specific collectibles and inventory tracking

Weapon System Architecture

  • 4 zombie archetypes with behavior tree-driven AI: Boss, Auto Chase, Sight Chase, Sound Chase

  • Service-based perception system with different damage output and health values per type

  • Animation-driven attack patterns with varied movement speeds

AI Zombie System

  • Post-processing volume system for dynamic lighting and atmospheric effects per level

  • Level sequencing for narrative pacing and environmental storytelling

  • Strategic placement of crumbling platforms and jump scares for tension building

Level Design & Atmosphere

  • HUD with health bars, main menu, pause menu, death screen, mini-map, and ammo widgets

  • Audio system with footsteps, ambient sounds, weapon firing, and zombie vocals

  • Post-processing adjustments for scene-specific lighting and particle effects for atmosphere

UI & Audio Systems

A post-apocalyptic third person shooter with custom climbing system inspired by Zelda, featuring AI-driven zombie behaviours and dynamic weapon mechanics.

bottom of page