Solo Project

A solo-built first-person combat prototype focused on mechanics, reactive AI, and environmental diversity.

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Project Overview

This was a solo project created to explore the moment-to-moment feel in first-person shooters. My goal was to design a space where the you could face off against different enemy types in varied environments, while also building a foundation of understanding core first-person weapon mechanics.

The project was built in Unreal Engine using Blueprint scripting, with a focus on environmental design, AI behavior, and combat feel.

Core Weapon Mechanics

I focused on making the gunplay feel responsive and grounded. Below are short clips of the core systems I built:

Weapon Sway

I added a simple weapon sway that reacts to your movement. It helps the gun feel like it has weight and makes the overall movement feel more believable.

Recoil Pattern

This shows the recoil pattern when holding down the trigger. I tuned it to get progressively harder to control, so you have to manage burst fire if you want to stay accurate.

Fire Mode Toggle (Single to Auto)

I set up a fire mode toggle so that you could switch between single shot and full auto with a button press. It provides more control over how you handle different combat situations.

Bullet Spread

This clip shows the bullet spread when you’re not aiming down sights. It’s less accurate on purpose, which adds some risk when firing from the hip and encourages better positioning

AI Combat Design

To make the encounters feel dynamic, I built two enemy types with different behaviors:

  1. Exploder – Charges at the player and explodes on contact.

  2. Chaser – Follows and melee-attacks the player up close.

Both were created using Blueprints and Behavior Trees, with simple health and death systems tied to your damage output. I also built a fall damage + respawn system to keep the gameplay loop smooth and punishing without being frustrating.

Level Design

I used Unreal’s landscape tools to create a space that mixes open areas and tighter chokepoints. Enemies spawn in waves and in different parts of the level, to encourage you to stay mobile. I placed cover, obstacles, and sightlines with AI behavior in mind.

Full Level Playthrough

This full video walkthrough highlights both enemy types, weapon feel systems, and the world in action.

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