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.
Unreal Engine 5 C++ gameplay systems case study
A top-down action-adventure combat demo with MOBA-style controls, a QWER ability kit, tutorial flow, enemy AI, custom navigation, and infinite battles.
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.
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.
I built a four-skill QWER ability set with the Gameplay Ability System. Gameplay effects, cooldowns, tags, attributes, and cues handled state and feedback.
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.
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.
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.
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.