Unreal Combat System Prototype
A melee combat prototype focused on building responsive, readable combat systems from the ground up using Unreal Engine Blueprints.
This project was developed to explore melee combat design at a systems level, with a focus on responsiveness, timing, and player feedback. I built the combat system from scratch in Unreal Engine using Blueprints, implementing core mechanics and iterating on them to refine the game's feel and readability.
Key Contributions:
Designed and implemented a melee combat system from the ground up
Built core systems using Unreal Engine Blueprints
Developed attack timing, chaining, and player feedback systems
Iterated on combat feel, responsiveness, and readability
Role: Combat & Gameplay design and implementation
Project type: 12-week student project
Engine: Unreal Engine 5
Tools
Unreal Engine 5 • Blueprints • Animation Systems • Niagara
Combat System Breakdown
The combat system focuses on timing, spacing, and responsive control, with attacks driven by animation timing to balance immediacy with clear wind-up and recovery. The system supports chaining attacks and adapting to multiple enemies, encouraging players to manage positioning and commit to actions carefully.
This creates a combat loop built around maintaining control under pressure, with a strong emphasis on readability, feedback, and consistent game feel.
Technical Implementation
The prototype was built using Unreal Engine Blueprints, focusing on modular and iterative system development. Core combat functionality, including attack handling, input response, and state transitions, was developed to allow rapid iteration and refinement of gameplay feel.