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TPS Shooting UE Game

TPS Shooting UE Game

DeathSilence

DeathSilence

05/2025-08/2025

05/2025-08/2025

05/2025-08/2025

DeathSilence, an intense third-person zombie survival shooter built in Unreal Engine 5.


It features immersive combat mechanics, dynamic zombie AI systems, atmospheric post-apocalyptic environment, designed to deliver heart-pounding action and test players' survival instincts in a world overrun by the undead.

DeathSilence, an intense third-person zombie survival shooter built in Unreal Engine 5.


It features immersive combat mechanics, dynamic zombie AI systems, atmospheric post-apocalyptic environment, designed to deliver heart-pounding action and test players' survival instincts in a world overrun by the undead.

DeathSilence, an intense third-person zombie survival shooter built in Unreal Engine 5.


It features immersive combat mechanics, dynamic zombie AI systems, atmospheric post-apocalyptic environment, designed to deliver heart-pounding action and test players' survival instincts in a world overrun by the undead.

DeathSilence, an intense third-person zombie survival shooter built in Unreal Engine 5.

It features immersive combat mechanics, dynamic zombie AI systems, atmospheric post-apocalyptic environment, designed to deliver heart-pounding action and test players' survival instincts in a world overrun by the undead.

05/2025-08/2025

Final Demo:

Final Demo:

Systems:

  • Weapon System & Animation

    • Implemented equip/unequip with AnimMontage + State Machine, supporting idle, crouch, jump, aim transitions.

    • Integrated Two-Bone IK for precise aiming and realistic handling.

    • Built shooting with line trace + Physical Material hit reactions, recoil via camera/weapon offset.

    • Added fire modes (semi/full auto), fire rate timers, and reload with ammo/animation sync.

Systems:

  • Weapon System & Animation

    • Implemented equip/unequip with AnimMontage + State Machine, supporting idle, crouch, jump, aim transitions.

    • Integrated Two-Bone IK for precise aiming and realistic handling.

    • Built shooting with line trace + Physical Material hit reactions, recoil via camera/weapon offset.

    • Added fire modes (semi/full auto), fire rate timers, and reload with ammo/animation sync.


  • Pick Up & Inventory System

    • Pickup with UI highlight + overlap detection, item replacement.

    • Inventory switching for primary/secondary weapons, managed with DataTable.

    • Outfit customization via Skeletal Mesh swapping.


  • Pick Up & Inventory System

    • Pickup with UI highlight + overlap detection, item replacement.

    • Inventory switching for primary/secondary weapons, managed with DataTable.

    • Outfit customization via Skeletal Mesh swapping.

Systems:

  • Weapon System & Animation

    • Implemented equip/unequip with AnimMontage + State Machine, supporting idle, crouch, jump, aim transitions.

    • Integrated Two-Bone IK for precise aiming and realistic handling.

    • Built shooting with line trace + Physical Material hit reactions, recoil via camera/weapon offset.

    • Added fire modes (semi/full auto), fire rate timers, and reload with ammo/animation sync.

  • Pick Up & Inventory System

    • Pickup with UI highlight + overlap detection, item replacement.

    • Inventory switching for primary/secondary weapons, managed with DataTable.

    • Outfit customization via Skeletal Mesh swapping.

Shooting Blueprint Logic (Spawn Bullet Part)

Shooting Blueprint Logic (Spawn Bullet Part)

05/2025-08/2025

  • Enemy AI (Zombie System)

    • Idle roaming via Zombie_AC (AIController) + NavMesh.

    • Detection & chasing in Zombie_BT (Behavior Tree) + Blackboard Keys.

    • Direct communication between Zombie_BP, Zombie_AC, Zombie_BT for state/animation sync.

    • Combat feedback with Hit Montage, HP reduction, death state boolean.

  • Enemy AI (Zombie System)

    • Idle roaming via Zombie_AC (AIController) + NavMesh.

    • Detection & chasing in Zombie_BT (Behavior Tree) + Blackboard Keys.

    • Direct communication between Zombie_BP, Zombie_AC, Zombie_BT for state/animation sync.

    • Combat feedback with Hit Montage, HP reduction, death state boolean.

Zombie_BT (Behavior Tree)

Zombie_BT (Behavior Tree)

05/2025-08/2025

05/2025-08/2025

05/2025-08/2025

05/2025-08/2025

05/2025-08/2025

05/2025-08/2025

05/2025-08/2025

05/2025-08/2025

05/2025-08/2025

Back

TPS Shooting UE Game

DeathSilence

05/2025 ~ 08/2025

05/2025-08/2025

DeathSilence, an intense third-person zombie survival shooter built in Unreal Engine 5.


It features immersive combat mechanics, dynamic zombie AI systems, atmospheric post-apocalyptic environment, designed to deliver heart-pounding action and test players' survival instincts in a world overrun by the undead.

DeathSilence, an intense third-person zombie survival shooter built in Unreal Engine 5.

It features immersive combat mechanics, dynamic zombie AI systems, atmospheric post-apocalyptic environment, designed to deliver heart-pounding action and test players' survival instincts in a world overrun by the undead.

05/2025-08/2025

Final Demo:

Systems:

  • Weapon System & Animation

    • Implemented equip/unequip with AnimMontage + State Machine, supporting idle, crouch, jump, aim transitions.

    • Integrated Two-Bone IK for precise aiming and realistic handling.

    • Built shooting with line trace + Physical Material hit reactions, recoil via camera/weapon offset.

    • Added fire modes (semi/full auto), fire rate timers, and reload with ammo/animation sync.


  • Pick Up & Inventory System

    • Pickup with UI highlight + overlap detection, item replacement.

    • Inventory switching for primary/secondary weapons, managed with DataTable.

    • Outfit customization via Skeletal Mesh swapping.

Systems:

  • Weapon System & Animation

    • Implemented equip/unequip with AnimMontage + State Machine, supporting idle, crouch, jump, aim transitions.

    • Integrated Two-Bone IK for precise aiming and realistic handling.

    • Built shooting with line trace + Physical Material hit reactions, recoil via camera/weapon offset.

    • Added fire modes (semi/full auto), fire rate timers, and reload with ammo/animation sync.

  • Pick Up & Inventory System

    • Pickup with UI highlight + overlap detection, item replacement.

    • Inventory switching for primary/secondary weapons, managed with DataTable.

    • Outfit customization via Skeletal Mesh swapping.

Shooting Blueprint Logic (Spawn Bullet Part)

05/2025-08/2025

  • Enemy AI (Zombie System)

    • Idle roaming via Zombie_AC (AIController) + NavMesh.

    • Detection & chasing in Zombie_BT (Behavior Tree) + Blackboard Keys.

    • Direct communication between Zombie_BP, Zombie_AC, Zombie_BT for state/animation sync.

    • Combat feedback with Hit Montage, HP reduction, death state boolean.

Zombie_BT (Behavior Tree)

05/2025-08/2025

05/2025-08/2025

05/2025-08/2025

05/2025-08/2025

05/2025-08/2025

05/2025-08/2025

05/2025-08/2025

05/2025-08/2025

05/2025-08/2025

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