Technical Design Sandbox
This personal project was created to explore several areas of technical design within Unreal Engine, including Blueprint scripting, gameplay systems, animation, level streaming, and multiplayer functionality. Rather than focusing on visual fidelity, I built a simple sci-fi environment that could serve as a sandbox for prototyping and testing a variety of interconnected gameplay features.
Using Blueprint scripting, I developed systems such as line-trace shooting, recoil, aiming, sprinting, automated environmental interactions, and level streaming. Many of these features relied on Timelines to drive animations and state transitions, allowing me to experiment with creating responsive gameplay without requiring custom code. The project also explored how gameplay systems could influence one another, such as tightening weapon spread while aiming in exchange for increased recoil.
Beyond core gameplay mechanics, I used the project to investigate Unreal Engine's multiplayer framework. This included split-screen support, replicated Blueprint functionality, LAN session hosting, player discovery and joining, and multiplayer-aware level streaming behaviour. The resulting prototype provided an opportunity to strengthen my understanding of both gameplay implementation and the technical considerations required when designing systems intended to function in both single-player and multiplayer environments.