Alleria's Legacy
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Engine Used:
Language Used:
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Project Length:
Solo Project
Unreal Engine 5.4
Blueprints
Game Designer
Created in 1 year, 6 months
Alleria's Legacy is the game I created as my thesis project to receive my MFA in Game Design at Academy of Art University. Halfway through my program, I had to create and come up with a game concept that I would present to the department directors at the university to approve the thesis project I was going to work on. Over the course of the semester I came up with a plan to design a 3D third-person open world RPG game featuring the main player character having a bow and arrow. Once I was approved for the project in the spring of 2024, I was able to begin working on it. I continued to work on the project until I graduated in December of 2025 for over a year, receiving feedback and assistance from professors at the University as I developed the game. I presented my finished project to the panel of directors who were very impressed by the work I had created. Below you will learn how I designed, created, and scripted the game over the course of a year and a half, going into details of the systems I created to bring the game to life.
Game Overview (TLDR)
Below you will find an overview of the skills I demonstrated during the creation of my thesis, for quick and easy viewing. View each individual section for more details.
Game Design
I spent an entire semester concepting the idea for this project, as well as spent over a month during the pre-production phase where I created documentation for the project. Through this project I created:
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A 40 slide power point that I presented to the panel of directors to be approved to create my thesis.
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Top-down map of the level
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Level walkthrough of the project
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Complete asset and deliverable list
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Mood/theme board to help with the vision of my project
Level Design
I designed this project to be open world that included multiple key points of interest. I blocked out the locations with a fantasy theme in mind using Unreal Engine 5's brushes and static meshes, as well as the landscape tool. I level designed the following locations:
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Large introduction quest hub: Includes a fighting pit, archery range, wooden stairs and railings, as well as a large stone wall with 3 different towers that can be climbed.
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A forest outdoor environment: Includes a pond, rivers, mountains, and a large lake. The area is separated into an upper valley as well as a lower valley with multiple angles of interesting vista views.
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A small cave: Includes a block-out of a mining encampment.
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Two barbarian camps: One small and one large. I created the camp block-outs to include campfires, tents, and other props you would find in a fantasy style barbarian camp.
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A large medieval village: Inspired by White Orchard from The Witcher 3: Wild Hunt, this includes multiple buildings with interiors like the Inn, blacksmith, lumbermill, and far seer's hut.
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A stone temple: Inspired by ones you might find in Skyrim, includes a stone backdrop, a raising stone platform, as well as unique stone pillars for the puzzle that takes place here.
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A light block out of the ending city location, as this would be the end of the game I didn't fully detail the block out because it would be outside the playable space.
Story and Cutscenes Design
As this game is an open-world RPG game I wrote a story that follows a main sequence of quests. This includes:
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Multiple cinematic cutscenes I created with Unreal's Sequencer tool to portray important events in the games story. Through these cutscenes I wrote dialogue and then recorded them using AI voices from eleven labs to import into my cutscenes.
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I crafted multiple quests and in-game events after what was happening in the story. Example: Cave collapsing after mysterious artifact is touched, leaving the area collapsed and unplayable.
Quest System Design
I scripted a quest system which works similar to other RPG games, where talking to NPC's that need help add the quests to your quest log, and cutscenes play that include dialogue and character animations that further the story of the game. I created this quest system using:
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3 data structures that created the variables I would need for the quest, stage, and quest objectives.
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A data table that stored all variable information from my structures.
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A blueprint that would create an invisible quest actor when a quest was picked up to serve as the in-game information I would need, like objects that would need to be destroyed/activated, or NPC's that needed to change location etc.
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A player quest log blueprint that would manage the array of quests the player had picked up, and display them in an interactable UI quest log screen.
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An interaction system so the player could press 'E' and interact with in game interactable objects like pressing buttons, picking up items etc.
Combat System Design
Inspired by Horizon: Forbidden West and Elden Ring, I created a ranged bow and arrow combat system with melee enemies. This includes:
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A fully functional bow and arrow that can be tap fired for low arrow damage and velocity, or fully drawn for maximum arrow damage and velocity.
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A player dodge ability that grants invincibility frames if timed during an enemy attack
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A player ability to consume owned health potions. The ability only works if the player has available health potions.
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Melee enemies that can hear, see, and sense when they've been damaged. I created them using Unreal's blackboard and AI behavior trees.
Game Design
Game Design
Game Overview
Alleria's Legacy is a 3D third-person, fantasy themed, open-world RPG game featuring ranged bow and arrow style combat. The game is heavily inspired by games like Horizon: Forbidden West and The Witcher 3: Wild Hunt. I created the game to follow a main sequence of story quests with objectives, cutscenes, exploration, and combat throughout the game's design. I wanted the world to feel open and vast like most players feel when they play open world games, so I designed the outdoor world to give this feeling of being large and giving the freedom for the player to explore anywhere they wanted.
Elevator Pitch
In a conflicted world filled with strife, war, and dark secrets you play as Alleria, a skilled huntress who has her life uprooted when her home is invaded and her father is killed. In this third-person, open-world role-playing game, explore a vast fantasy landscape, use her skills with a bow and arrow, and uncover the mysteries behind her father's death and a kingdom on the brink of civil war.
Gameplay Pillars
The following are the major gameplay pillars I created for the game. Scroll down to their respective sections to learn more about each one.
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Level Design (Exploration)
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Story Narrative and Cinematic Cutscenes
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Quest System
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Combat System
Level Design
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Level Design Overview
When it came to level design for this project I wanted the world to feel open and large similar to the feeling you might get when playing other open world games. This lead me to working on capturing a vista view early on in the game when the player comes up on a hill and can see the rest of the valley below, hopefully trying to capture some of that open world feel. I also tried to incorporate little "pockets" of areas that would only be accessible if the player was on the correct main quest, which is commonly seen in other open-world RPG games. Once the player was on the correct quest they could unlock the area that was relevant for the story to progress. Lastly, I blocked out all locations in the game using Unreal's brushes and static mesh objects, and used my skills to make all architecture have a fantasy theme that you might find in the medieval era.
Upper Forest
The upper forest is the area I refer to as the first major zone of the game that includes the starting location of Stonebrook Garrison, a small syndicate camp, and a cave. Early on in development I made sure this area was on a more raised plateau so the player would eventually be funneled to the edge and be able to see a nice vista view of the rest of the game in the valley below, so I could capture that open-world feel.
Upper Forest Development
Stonebrook Garrison
The first major area in the game where the player begins is a questing hub I called, Stonebrook Garrison. The main player character, Alleria, flees to the garrison after her father is killed in her hometown of Stormyr. This place serves as the first major questing hub where the player can talk to NPC's and complete main and side quests, buy things from vendors, and explore.
Stonebrook Garrison Development
Small Syndicate Camp
The syndicate are a group of rebel soldiers that serve as a major antagonist force in the games story, which I go into more detail in the story section. The player will need to go to this camp early on in the game to free the prince of the kingdom who's been captured.
Small Syndicate Camp Development
Syndicate Cave
After the prince is free, he will have you go to a nearby cave that has an item the player will need to collect. The cave is guarded by more syndicate soldiers and can only be unlocked with a key that you get from the previous quest, so this area will remain locked until the player is on the correct quest.
Syndicate Cave Development
Lower Forest
The lower forest is the area in the valley which houses the majority of the level. I created a village, a temple with a 3-step puzzle, a larger syndicate camp, and the end portion of the level with the final city gates. This area went through the most changes in development. As the level got larger I decided to continue adding areas to this section of the map, so I ended up not doing the other levels originally proposed in my midpoint, and just keep adding to and improving this level.
Lower Forest Development
Faerside Village
I had planned for a village inspired by White Orchard from the Witcher 3 way back in my midpoint. I decided to use this area as the next major questing hub for this lower section of the valley, similar to Stonebrook Garrison. The player can talk to NPC's, complete main and side quests, and explore and discover loot.
Faerside Village Development
Puzzle Sanctuary (Temple of Senos)
This area of the game is called Temple of Senos in the story but I often referred to it as a puzzle sanctuary because it houses a 3-step puzzle required to beat the game. I thought adding a puzzle section to the game would really mix up the gameplay loop because up until this point it was a little repetitive with talking to npc's, using the bow to kill enemies, and walking around and discovering loot.
Puzzle Sanctuary Development
Large Syndicate Camp
This area went through many changes throughout development, originally planned to be the only barbarian camp I was going to have in the game. After I had created the smaller camp in the upper forest, I decided to create a much larger one because of the way the story was progressing.
Large Syndicate Camp Development
Hayset Outskirts
The end of the game is when the player makes it to the city of Hayset with the two artifact fragments they've collected. I did a light block out of Hayset since this was going to be the end of the game I wasn't going to make an unplayable area hyper detailed. The player gets ambushed by the syndicate at the end of the game so I changed the terrain around the outskirts of Hayset to help make it easier to stage the cinematic when the player gets ambushed.
Hayset Outskirts Development
Conclusion
I had a lot of fun designing the level and blocking out each location over the course of development. I went through many iterations of different areas until I came to a design I was happy with. I am always looking for ways to improve my level design and always think to myself how can I make an area better.
Story Creation and Cutscenes
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Story Overview
The entire game takes place in a world I called Numeria that houses 5 kingdoms who have been mostly at peace. That all changes when the main antagonist of the game, Galos, attacks the kingdom of Stormyr's capital city. The main player character named Alleria, loses her father in the attack on the capital and has to seek refuge in the nearby kingdom of Mithros. The game begins when Alleria reaches the outskirts of the kingdom's domain, a place called Stonebrook Garrison.
Entire Main Quest Storyline Details
Characters, Locations, and The Artifact
Below you will find detailed information about the character's I wrote and their backstories, about the places the player visits, and about the Artifacts which remain a major plot detail and quest objective throughout the game. I took inspiration for many of the characters and places from other similar fantasy or RPG games I've played. The inspiration for Alleria came primarily from the character of Aloy from the Horizon games. I also took inspiration from games like The Witcher 3: Wild Hunt and World of Warcraft.
Characters
Charcter Descriptions
Locations
Location Descriptions
The Artifact
The Artifact Description and Backstory
In-Game Cutscenes
I created every cutscene in the game using Unreal's sequencer tool, and imported the majority of the animations I used from Mixamo which has free animation assets. I also used a variety of animations and effects from Unreal's Fab which I also got for free. Lastly, I used Eleven Labs to record the AI voices I used for the character dialogue. I created a total of over 20 different cutscenes and cinematics throughout the game that would serve to move the story of the game forward and connect the main quest sequences together. Listed below are information and little snippets of some of the major story cutscenes in the game.
Introduction Cutscene
Cave Collapses Cutscene
Far Seer Divination Cutscene
Guinevere Vision Cutscene
Ambush and Ending Cutscene
Scripting Cutscenes to Gameplay
When I first started creating the cinematics I decided I needed to create a system that could easily play and access the correct cinematic, at the correct time. My cinematics are triggered off of multiple in-game events including walking to a particular area (trigger zone), interacting with something or talking to an NPC, or engaging in combat. I created a system that could find the correct sequencer asset, as well as the duration of the cinematic, and other in-game events that needed to trigger after the cinematics completion. I also needed the player HUD to disappear when a cinematic was playing, as well as display subtitles to increase polish on the project. After creating several of the early game cinematics it became increasingly necessary to have a way to skip past the cinematics so I didn't have to sit through them when testing, but to also allow players who are not interested in the story not be locked in to a cinematic if they don't want to be. So I created a skip cinematic button that will let the player skip the cinematic completely at any time. Below you will find screenshots of the code I created that helped link the cinematics together with gameplay.
Cutscene Scripting and Skipping Cinematics
Conclusion
I really enjoyed writing this game's story and creating all the cutscenes using Unreal's sequencer tool. This was my first time experience some narrative design, and I also got very proficient with using sequencer to create creative in-game cutscenes.
Quest and Interaction System
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Quest System Overview
I designed my quest system to function similar to other open world RPGs, where quests are given to the player after interacting with an NPC. This usually comes in the form of a dialogue cutscenes (mostly for main quests), similar to how quests are received in games like The Witcher 3 and the Horizon games. However, I also included some quests with widget pop-ups to accept, decline, or complete a quest, similar to how they work in World of Warcraft. Quests that were picked up would be added to the players quest log that they could access at any time by pressing 'Tab'.
Many quests have multiple "stages", where the player is given an objective or multiple objectives to complete. Once the objective(s) is complete, the next stage will be available with new objectives and this pattern will continue until the entire quest has been completed.
When Designing this system, I decided to separate every quest into 4 different objective types, most of which are common objectives in other RPG games. These objectives include:
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Interaction Objectives
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Collecting/Gathering Objectives
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Exploration/Location Objectives
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Killing Enemy Objectives
I will go into further detail about each quest I created, and how I scripted them below.
Quest System Structures and Blueprints
I created my quest system in Unreal using a combination of structures and a quest data table to keep track of all the questing information I would need. I created 3 primary structures that would work like layers of each quest, these structures are quest details, stage details, and objective details. I will go into further detail about the data within these structures below. I also used a data table to keep track of all questing information, and used a quest ID system to reference specific quests throughout the game when I needed to. Finally, when a quest was actually started, I made the game create an invisible quest actor that would serve as the games physical reference to the specific quest.
Structures and Data Table
I created 3 structures for my quest system, the first one being quest details. This structure is the outer layer of the quest information, containing variables like the quest name, quest log description, if the quest is auto accept or auto complete, as well as the stage details structure as an array variable. The stage details structure contained only information about the specific quest stage, like the name, description, XP earned, item or currency rewards, as well as the objective details structure as an array variable. Finally, the objective details structure contained information about the specific objective within a quest stage, like the name and description, the objective type and objective ID, quantity of items needed, or bonus XP earned. I will go into further details about the structures and a data table I created for this system below.
Quest Structures and Data Table
Quest System Blueprints
After the data and variables had been set with the structures and the data table, I created multiple blueprints to start bringing this system to life. The first of which I called the Quest Base, which would be an invisible quest actor that would be spawned in, which has all the current quest information and would be able to measure when a quest was able to be completed. I also created the quest log component blueprint, which would be attached to the player and serve as the way the player could manage their quests, containing functions like adding or removing a quest from their log and the game, and the quest tracking feature which I will go into more detail later. Lastly, I created a quest giver component blueprint that would be attached to physical quest giver actors, that would help with giving a quest to the player when they needed to talk to an NPC to receive one. I also created another blueprint later in production, when I started needing to give quests to the player without an NPC, so I replicated a similar blueprint that would trigger off of events besides interacting with an NPC, like after a cutscene for example.
Quest Base Blueprint
Quest Log Component Blueprint
Quest Giver Component Blueprint
Quest System Tracker and UI
I created an in game tracker that will always appear on the side of the players screen when a quest is picked up, or tracked through the quest log. This will help the player see their current objective on screen for whatever quest they are currently on. The player can track a new quest from their log at any time by pressing 'Tab' and pressing the track button on any current quest they have.
Quest Tracker
The following are the UI widget blueprints I created for the quest log, the quest giver, and the little notifications the player receives when an objective has been successfully completed.
Quest Log UI
Quest Giver UI and Objective Notifications
Interaction System
The player has two major was with engaging with the game world, one is interacting with NPCs/Objects, and the other is shooting things with the bow and arrow which I will get into in the combat section. I created the interact system to feel like other RPGs, so when the player's character is in range and facing an interactable object, a prompt will appear and highlight the interactable object, clearly displaying when something can be interacted with by pressing 'E' near them. This includes quest giver NPCs, to hidden chests, to quest gathering objectives, or other objects that can be touched like the pedestals in the puzzle sanctuary section of the game.
Interact Interface and Player Interact Sphere Trace
Interactable Object Examples
I have many more interactable objects in the game than the ones mentioned, but they all follow a very similar pattern.
Conclusion
The quest system is the games largest system by far and took me many hours to perfect. However, I learned a lot through my professors, research, and trial and error and had a ton of fun doing so.
Combat and Leveling System
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Combat System Overview
I began working on the combat system for the game during my final semester in the Fall of 2025. Up until this semester, the player was only able to shoot target dummy enemies that didn't fight back, just for purposes of completing quests. The player's bow and arrow system was also very basic, with only a few animations and a simple spawning and launching an arrow function that needed a lot of tuning. When I began redesigning my combat system I took inspiration from the Horizon games and Elden ring, however with limited time I didn't want to make something so complicated I wouldn't be able to finish in time. I went with a somewhat basic combat system that contained a few different core functions you'd see from combat in other games, including the ability to dodge roll out of the way or drink a health potion. The enemies would be fairly basic, as programming their AI would take the longest amount of time. I went with a basic state machine with three primary states, patrol, investigate, and chase. I will go into more detail about the enemy programming below.
Player Bow and Arrow System
The player's previous bow and arrow system needed a lot of work, so when I first started working on my combat system I went and completely redesigned this system first. I created a new animation blueprint and used different animations that included strafing with the bow, as well as draw, hold and fire animations. I also changed how the arrow is spawned and fired, allowing the player to hold the arrow longer which would change the velocity and trajectory of the arrow when the fire button was released. This change made we also change the crosshair to function more dynamically, so it would change and give a little "flare" indicating that the arrow had been fully drawn to it's maximum.
Player Animation Blueprint
I downloaded all animations for my bow and arrow system for free from Mixamo. In this game, the player will have the ability to walk around freely with the bow on their back, but will transition to the aim state animations when the right mouse "aiming" button is held down. Instead of creating multiple blend spaces for aiming and not aiming that would require much more animations, I decided it would be easier for me to blend the upper body with the lower body, so for the animations that had the player's upper body do the bow aim/draw/fire animations, I could blend the lower body movement to create artificial strafing animations.
Player Animation Blueprint
Player Bow and Arrow Blueprints
The majority of the functionality of the bow and arrow system is in a component blueprint I created that is attached to the player. I made multiple events to handle when the player triggers certain inputs, and when those inputs end or are interrupted. For example I created events for when aiming begins and ends, when drawing an arrow begins and ends, as well as when firing an arrow begins and ends. I also created a separate blueprint for the arrow itself that is spawned in when the player begins drawing an arrow.
Bow Mechanics Blueprint (Aiming, Drawing, and Firing)
Bow Mechanics Blueprint (Calculating the Arrow Trajectory and Damage)
Arrow Blueprint
Here is a brief video displaying all of the above blueprints and animations in action. You can see the longer the left mouse button is held down the farther and less arc the arrow will have. In this video you can also see when the arrow is held down to the maximum, the crosshair will flare blue.

Player Dodging and Healing
To make the combat more engaging and allowing the player to have a way to counteract the enemy, I created a dodge roll where the player can dodge out of the way of an enemies attacks, gaining invincibility frames during the animation. Due to time constraints I only made the dodge able to travel in the forward direction, meaning if you're strafing, pressing the dodge button won't make you dodge in that direction, you will only travel forward. This decision was also due to the fact it was hard to find 8 different directional dodge animations that were free, so I decided to just have the forward dodge. I also implemented a way for the player can heal with a health potion, similar to Elden Ring. I enabled the health potion to be interruptible, so the player needs to pick their moment to health in between enemy attacks. Adding health potions to the game also gave having gold to collect a purpose, because now the player can spend gold at merchants to buy more potions that can be used in combat.
Player Dodge Roll
The dodge roll events were created almost entirely in the player blueprint, using an animation montage to handle the input. I made the system similar to Elden Ring, so when the dodge button is pressed all actions will cancel (like aiming) and the player will immediately dodge. This makes it more fluid if you need to quickly cancel an aim to dodge an enemy attack. I also made it so the player couldn't dodge while jumping or using a health potion, which would make the animation look very strange.
Dodge Roll
Healing with a Health Potion
I created the health potion functionality to work similar to Elden ring, where the player can heal at any time as long as they have health potions available, however the healing animation can be interrupted so the player had to be a little strategic on when to use it. For a long time I allowed the player to collect gold by opening chests but never had anything to spend it on since I never got to an inventory or equipment system, so this seemed like the best idea to allow the gold the player has been collecting to finally have a purpose.
Buying a Health Potion
Using a Health Potion
Here is a short video clip of buying and using a health potion. The voice lines from the player serve as "error" messages indicating why an action can't be completed, like trying to buy a health potion when you don't have enough gold, or trying to use one when you're already full health.

Enemy AI Programming
Due to time constraints I developed a single enemy for this project that would be a melee type enemy with multiple different states including patrol, investigate, and chase. I have been very familiar with state machines that I have created in Unity before but attempting one in Unreal started as a big challenge. Through research from the internet as well as helpful feedback from my professors I taught myself how to use Unreal's AI behavior trees. It was a very fun process and am only disappointed I didn't have to time to create a different enemy type.
Enemy Behavior Tree and Blackboard
I created a behavior tree and a blackboard that would be used inside my behavior tree. I wanted three primary states, patrol, investigate and chase. The patrol state would have the enemy patrol back and forth on a spline that I would lay out in the world. The investigate state would be if the enemy "heard" the player make a noise, they would investigate that location until they either saw the player, or didn't see anything and then they would then return back to patrolling. If the player was ever spotted they would enter the chase state. The chase state would start with the enemy unsheathing a sword and then begin to run towards the player. If they got close enough to the player they would do a single melee attack swing in their direction. The enemy will continue attacking until they are dead, or the player is, in which case they will resume patrolling.
Behavior Tree and Blackboard
Enemy Base Blueprint and AI Controller
I created an AI controller and enemy base class to handle the events that would be called when particular states from the behavior tree were entered. I designed the AI with 3 different sense in mind, a sight sense, hearing sense, and damage sense. The sight sense would be a frontal cone in front of the enemy where the player could see actors like the player and the controller would dictate what to do with actors that had been detected. The hearing sense was a cylinder around the enemy that could "hear" impulses. I programmed it so arrows that were shot from the players bow, as well as their footsteps would make a bit of noise, so the enemy would go and investigate if it detected these stimuli. Lastly, I added a damage sense, which means if the enemy was damaged they would immediately detect where the instigator was located. This is so if the player shot an enemy, they would immediately start going to the chase state and run towards the player.
Enemy Base and AI Controller
Damage System
Once I had the player's bow and their abilities working, as well as the enemies functionality working, it was time to allow both the player and the enemy to deal damage to each other. Similar to my interaction system, I created an interface to determine which actors could receive damage. I also created a component that I would attach to any actor that could receive damage to set some variables as well as their health and other important stats. Lastly, I created an enumeration variable that would dictate the type of damage response the actor that received damage would exhibit. I ended up only using two of them which were hit react and stagger, but I created multiple other types of damage responses I never used like knockback or stun in case I ever wanted to add them in the future.
Damageable Interface and Blueprint Component
The interface I created would be used to determine which hit actors could receive damage. I also used it to help update the health bar UI's fairly easily. I also created a component that would actually do all the calculations I needed for subtracting an actors health depending on the damage that was dealt, and handling when an actor had died. I also used the enumeration I created to create two separate damage responses, one for being hit, and one for being staggered.
Interface and Blueprint Component
Below is an example video of every aspect of the combat I designed in action. Headshots are indicated by the more dramatic sound effect as well as the red hit markers that show near the crosshair. If the player successfully dodges an attack that would have done damage, the "Dodged!" UI popup will display. At the end, the player heals back damage they received with one of their health potions.

Leveling System
In this game, the player can complete quests or kill enemies to gain experience points to level up. When the player levels up, they gain 25 more maximum health, as well as more damage on their bow so they will deal more base damage. I tried to tune the values so the player can feel the power increase as they complete quests and get stronger. At the beginning of the game, the player can kill an enemy with 4 fully charged body shots or 2 fully charged headshots. At the end of the game, including a bow upgrade the player can get during main quest 5, the player can kill enemies with 2 fully charged body shots, or 1 fully charged headshot. This assumes the player has also done all the side quests I offer to gain the most experience that is possible.
Leveling System and Bow Upgrade
Conclusion
I was extremely proud of my efforts to create this system basically from scratch over the course of one semester. My professor was extremely impressed with how I was able to put this basic combat system together, and I had a ton of fun designing and working on it.
Development Cycle
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Early Pre-Production
Midpoint First Concepts
I first started brainstorming the idea for this project at the beginning of the spring 2024 semester, where we had an entire class semester to come up with a thesis project idea and get it approved by a panel of directors at the end of the semester. I went back and forth on game genre, POV, style, and what engine to create it in but I eventually decided on a fantasy themed, 3D, 3rd-person, open-world RPG game created in Unreal Engine 5. Fantasy and open-world RPGs are my absolute favorite types of games and I thought I would have the most fun designing a game of a similar type. As we were brainstorming ideas during the class we were required to come up with a thesis abstract, list of deliverables, and a project time-line using a gantt chart. Below you will find the very early documents I created and presented to the panel of directors for approval before I could start working on my thesis.
Thesis Abstract, Deliverable List, Gantt Chart
Midpoint Review Presentation
I presented my finalized power point of my thesis proposal to the school's main directors at the end of my 2024 spring semester. I was approved on my first try as the game design director liked my presentation and thought everything I pitched was within scope and could be done before I graduated. Below is my finished power point presentation I gave for my Mid-point review.
Midpoint Presentation
Development
Summer 2024
Summer 2024 Development
Fall 2024 Semester
Fall 2024 Development
Spring 2025 Semester
Spring 2025 Development
Summer 2025
Summer 2025 Development
Fall 2025 Semester
Fall 2025 Development
Post-Production
Final Presentation
I presented my finalized thesis project to the panel of directors at Academy of Art University on December 2nd, 2025. The department directors were very impressed with the level of polish I had added to the project and were very happy with my submission. I passed and received my MFA in Game Development at the end of the semester. Below is a download link to my final presentation that I gave to the University. I am also including a Dev Log I started working on during my spring 2025 semester to keep track of all the changes I was making to the project each week.








