University of Utah • Spring 2025 • UE5 • Team: Alan, Noah, Nishant
Team C(ombat)ANN
My Contributions
GAS Programming, Systems, Encounter Design
Click to expand
My Contributions
GAS Gameplay Programming
- Implemented Unreal's Gameplay Ability System for ability mechanics and character powers.
Health, Damage & Stamina Systems
- Designed and programmed health/damage framework, stamina system, and healing mechanics.
Camera & UI Systems
- Developed dynamic camera system and implemented radial UI for combat feedback.
Encounter & Polish
- Designed combat encounters and fine-tuned work throughout.
A semester-long combat tech demo built in UE5 using the Gameplay Ability System.
The team of three designed and built a melee combat prototype over 15 weeks —
covering movement, abilities, hit response, VFX, enemy AI, and arena design.
The focus throughout: what makes combat feel genuinely satisfying to play.
Many bumps in the road led to big learnings and how to overcome challenges,
and how to apply those learnings to future projects. The journal entries below
document the process week by week, and the reflection of our results.
With the guidance from Troy Johnson (Senior Combat Designer at Avalanche), I have learned
what makes a combat system feels good, and apply that on my current project currently titled Squirrel Souls.
UE5GASC++
AIAnimationVFX