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Unreal Engine 5 C++ gameplay systems case study

Sunset Hollow

A top-down action-adventure combat demo with MOBA-style controls, a QWER ability kit, tutorial flow, enemy AI, custom navigation, and infinite battles.

Gameplay programmer and systems architect CG Spectrum Unreal Engine capstone Unreal Engine 5.3.2 · C++ · GAS · Behavior Trees · AI Perception · Navigation Mesh
Sunset Hollow Gameplay Reel

Overview

Sunset Hollow is the portfolio's Unreal/C++ systems proof. It shows gameplay architecture beyond Unity, including GAS-based combat, AI behavior, navigation customization, designer-facing Blueprint exposure, and object lifetime management across decoupled systems.

My Role

I architected and implemented the core gameplay systems: player abilities, enemy abilities, health and cooldown state, AI behavior, custom navigation interaction, and C++ systems exposed to Blueprint for faster iteration.

Key Systems

GAS Combat Architecture

I built a four-skill QWER ability set with the Gameplay Ability System. Gameplay effects, cooldowns, tags, attributes, and cues handled state and feedback.

Enemy AI

I implemented Behavior Trees with 360-degree sight perception, patrol behavior, chase states, interruptible attacks, and randomized ability casting so enemies could shift behavior based on player proximity and combat state.

Custom Navigation

I engineered a custom jump/navigation interaction to replace default Nav Link Proxy behavior for mesh-to-mesh traversal, giving the project more control over how movement events were triggered and resolved.

Combat System and Dash Ability

I developed a three-hit combo for basic attacks and a dash ability with invulnerability frames, cooldowns, and movement state so the player could engage in fast-paced combat with responsive feedback.

Outcome

Sunset Hollow broadens the portfolio beyond Unity VR. It shows that I can work directly in Unreal C++, build on engine-level gameplay frameworks, and create maintainable systems that remain usable from designer-facing tools.