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
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Unreal Engine 5
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C++
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Blueprints
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Git
What I Learned
Key Technical Systems
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Implemented third-person climbing mechanics based on Zelda: Breath of the WIld's system following tutorial framework
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Custom character movement component with Run, Walk, Crouch, and climbing state transitions
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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
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Modular weapon framework using Blueprint parent classes with child class specialization
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Enum-based weapon categorization
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Unique recoil for each individual weapon
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Ammo management with weapon specific collectibles and inventory tracking
Weapon System Architecture
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4 zombie archetypes with behavior tree-driven AI: Boss, Auto Chase, Sight Chase, Sound Chase
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Service-based perception system with different damage output and health values per type
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Animation-driven attack patterns with varied movement speeds
AI Zombie System
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Post-processing volume system for dynamic lighting and atmospheric effects per level
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Level sequencing for narrative pacing and environmental storytelling
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Strategic placement of crumbling platforms and jump scares for tension building
Level Design & Atmosphere
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HUD with health bars, main menu, pause menu, death screen, mini-map, and ammo widgets
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Audio system with footsteps, ambient sounds, weapon firing, and zombie vocals
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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.







