Survival Escape – Unreal Engine Prototype
A third-person survival combat prototype built in Unreal Engine 5, featuring Blueprint-driven combat, enemy AI, interactive objectives, and first/third-person camera switching.
Overview
A playable sci-fi survival combat prototype developed in Unreal Engine 5 using Blueprints. The player explores an enclosed environment, activates objectives, fights standard and brute enemies, and attempts to reach the extraction point. The project combines third-person exploration, first-person combat, enemy AI, environmental interactions, and a complete win-and-replay loop.
Responsibilities
• Developed the complete gameplay logic and Blueprint systems • Created and implemented the MetaHuman protagonist • Designed the level flow, objectives, and combat encounters • Assembled the environment using externally sourced meshes and assets • Set up lighting and atmosphere • Implemented the UI, menus, victory state, and replay flow • Tested, debugged, and balanced the playable experience
Systems implemented
• Third-person movement and camera system • First-person/third-person camera switching • Shooting and weapon mechanics • Player and enemy health, damage, and death systems • Behavior Tree-based enemy AI • Standard and brute enemy variations • Interactive switches, objectives, and doors • Enemy encounters and progression logic • HUD and health display • Victory, replay, and main-menu systems
Technical challenges
The main challenges were coordinating multiple gameplay systems without breaking the overall progression, maintaining consistent controls while switching camera perspectives, and creating enemy behaviours that could reliably detect, pursue, and attack the player. Managing combat states, health updates, objective completion, and the transition to the extraction sequence also required careful debugging.
Solutions
I separated the gameplay logic into focused Blueprint components and event-driven systems. Camera states were managed through controlled perspective transitions, while shared damage and health logic kept combat behaviour consistent across different enemy types. Objective states were connected to environmental interactions and doors, allowing each completed action to advance the level toward the final extraction state.
Lessons learned
This project strengthened my understanding of Blueprint architecture, gameplay-state management, enemy AI, combat implementation, UI logic, and debugging interconnected systems. It also taught me how to turn externally sourced visual assets into a cohesive playable level while keeping the programming, interactions, progression, and overall implementation under my control.