Project Blight

Gothic Spectacle Fighter/ Hack-n-Slash ↓↓↓

About

Game Brief

Speedy, spectacular and bloody combat, mixed with some engaging platforming, all in a dark fantasy and gothic world.

Project Info

This ambitious prototype is a side project developed by six people. We utilized Unreal Engine 5
The games features an engaging fast paced combo based, combat system, with beautiful animation and juicy kills.
The games responsive traversal contains double jumping, wall-running, a dynamic grapple-hook, and a fluid climbing system.

I was primarily a systems programmer and gameplay designer on this project. Unfortunately the game was unable to be completed, due to production and funding issues. However it was an incredible learning experience for everyone involved, and a true passion project.

Developed:

2024 - 2025.

What I did.

Optimized Enemy Spawner-

The game needed a scalable and low cost enemy spawn system that allowed the player to kill potentially hundreds of enemies in a single loaded instance, without creating and destroying game actors. The system needed to scale, be intuitive for a designer to implement/ balance, and allow for multiple enemy types.

I created a object-pool based system that recycles dead enemies, and never has more enemy blueprints in game than could be encountered at any given time. The system dynamically adjusts to the levels requirements of each combat section and each wave based arena.

This system avoids potential memory leaks, and scales with; a designers intentions, level design, and the intended player experience.

The system has built in tools for adjusting the type of combat encounter, and the contents of it (such as enemy types and the wave structures).

Traversal/ Movement-

Game feel is one thing that is constantly a challenge for designers. The actions a player takes should feel responsive, predictable, engaging and satisfying. Particularly with movement the player should feel completely in control.

The game features a climbing system that allowed much verticality and depth, within platforming and level design. The system has a low cost on performance, not relying on tick and only doing physical checks when necessary. The smooth animations combined with the intuitive punctual controls, and clear ledge visuals of what on and where a player can climb/ jump around to, create a true ninja/parkour feeling.

The grapple hook system allows the level design to break up traversal and set the right pace for gameplay. With clear visuals and predictable behaviour, large distances can be crossed with satisfaction.

Combine these systems with the other movement elements, like wall-running and double jumps and the game world feels effortless and enjoyable to explore.

UI Logic-

I developed the logic behind the UI, making sure the player gets the information they need, when they need it, and that its easy and quick to understand. I also developed the logic behind the menus, and created a scalable universal button system that is used in multiple projects.

Quality of Life-

Screen shake, VFX, options menus, player onboarding and lighting optimisation, are all things that the player wouldn't necessarily notice could be missing, but something would feel off without them.

Save & Load-

The game features a save and load system that tracks player progression and allows data to be saved to disk, in-between play sessions. A subset of the system also allows for seamless respawning on death, without loading screens.

No games, images or videos contain AI Generated content.
All content contains material developed by Jacob Lueke.

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