
This is a small third-person action-adventure game I’m developing as a personal project, focused on exploration, discovery, and deliberate combat. Players venture through the world, uncovering new weapons, equipment, and items that expand their options as they progress.
Combat is built around a stamina-based system that rewards careful timing, positioning, and resource management. Different weapons and equipment offer their own strengths and tradeoffs, encouraging players to experiment and adapt their approach to different enemies and encounters.
The project is also an opportunity for me to build and refine a complete set of interconnected gameplay systems, from character movement and combat to inventory, equipment, enemies, and world interactions. My goal is to keep the scope manageable while creating a polished foundation that feels satisfying to explore.
Procedural Aim Offsets
This video showcases a procedural aim offset system I created that can be applied to any character regardless of their state.
Contextual Sound Effects
Quick video of a simple ground/equipment based sound and visual effect system I set up. Nothing too fancy. I trigger different types of sounds with gameplay tags through an Anim notify and define all effect mappings in Data Tables. Those tables determine what final sounds or visuals get played based on ground physics material, equipment load, and the type of armor the player is wearing.

The player can mix and match different armor sets in game. This is intended to be an early to mid game set.

This is an early enemy intended to be the most basic melee grunt the player can encounter. Their attacks are slow and they die in one to two hits.

