

Portfolio
x
File
File
Edit
Edit
View
View
Go
Go
Help
Help

Back
Back
Back
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
