third-person shooter– Unreal Engine
A third-person shooter demo built in Unreal Engine 5, created as a technical exercise to practice core shooter mechanics — movement, shooting, enemy AI, and UI — using a mix of Blueprints and C++, along with animation systems tailored for gamepad/joystick control.








To keep the focus on programming rather than environment design, I used an existing Egypt-themed map asset as the base scenario. From there, I set up movement and camera controls using a mix of Blueprints and C++ for keyboard and mouse input.
For combat, I built the weapon system as its own Actor, using a raycast from the camera to detect hits and trigger particle effects on impact. On the enemy side, I developed AI characters that inherit from the player's base logic but use a Behavior Tree to chase, observe, and shoot at the player, relying on NavMesh for pathfinding and navigation.
Alongside the core gameplay systems, I implemented the character's locomotion using Blend Spaces to transition between idle, walk, and run based on joystick input, managed through a State Machine inside an Animation Blueprint. I also built an Aim Offset with multiple directional samples and added turn-in-place logic to keep combat movement feeling smooth and responsive.
Finally, I added a simple win/lose UI and positional audio with reverb effects to give the demo a bit more polish and game feel.
Technical progression and contributions:
The process to the level desing
This project is a small third-person shooter built in Unreal Engine 5, made as a technical exercise to practice core gameplay programming. I used an existing Egypt-themed map asset to stay focused on systems rather than environment design, and built out everything needed for a playable shooter experience: movement and camera controls, a weapon system using raycasts and particle effects, enemy AI powered by Behavior Trees and NavMesh navigation, and a simple win/lose UI with positional audio for extra polish. On top of the gameplay systems, I also implemented the character's locomotion and combat animations using Blend Spaces, an Aim Offset, and turn-in-place logic, making the third-person character feel responsive under gamepad control. The accompanying video walks through the entire process, from basic movement all the way to enemies chasing and shooting at the player.
