Gameplay
Project Overview

Project G_M expands directly on the previous Vaulting & Climbing project, bringing together advanced movement, combat systems, animation fidelity, AI behavior, and UI into a single cohesive gameplay prototype. The goal was to push system interaction and polish closer to production-level gameplay.

  • Expansion of vaulting and climbing with layered movement systems
  • IK leg system for grounded movement and uneven surfaces
  • FABRIK hand IK to ensure hands correctly follow the weapon
  • Turn-in-place animation for improved idle and aiming fidelity
  • Weapon sway reacting to movement and camera input
  • Advanced traversal including roll, slide, and cover system
  • Gunplay with different ammo types per weapon
  • UI displaying player health and weapon-specific ammo
  • Grunt enemy AI types using EQS for decision making
System Breakdown

Expansion of Traversal & Movement

Project G_M builds on the earlier vaulting and climbing systems by introducing additional traversal mechanics such as rolling, sliding, and cover-based movement. These systems are layered on top of a shared movement state framework to prevent conflicts while maintaining responsiveness and player control.

IK Systems & Animation Fidelity

The character animation system combines IK leg placement for grounding with FABRIK-based hand IK to ensure accurate weapon alignment. Turn-in-place animations handle large rotation changes while idle or aiming, improving visual clarity and eliminating unnatural snapping during rotation.

Weapon Handling & Gunplay

Gunplay systems support multiple weapon types, each with its own ammo pool and firing behavior. Weapon sway is applied dynamically based on movement and camera input, reinforcing weight and responsiveness. All weapon logic is tightly integrated with animation and IK to maintain consistency during combat.

Cover System & Tactical Movement

The cover system allows the player to dynamically enter and exit cover, blending smoothly with aiming, firing, and traversal. Sliding and rolling mechanics provide additional evasive options, encouraging fluid movement during combat encounters.

Enemy AI Using EQS

Multiple grunt enemy AI types were implemented using Unreal’s Environment Query System (EQS). AI agents evaluate positions for cover, attack angles, and movement, allowing them to react dynamically to player positioning and combat state.

UI & Player Feedback

A lightweight UI system displays player health and weapon-specific ammo counts. UI updates are driven directly by gameplay state changes to ensure accuracy during fast-paced combat and traversal, reinforcing player awareness at all times.

Technical Breakdown

Advanced Movement

Rolling, sliding, cover, and layered traversal states.

Animation & IK

Leg IK, FABRIK hand IK, and turn-in-place integration.

AI & Combat

EQS-driven enemies and weapon-based gunplay.

Engineering Challenges
  • Managing complex movement state combinations
  • Blending IK and animation without visual artifacts
  • Keeping gunplay responsive while preserving animation fidelity
  • Ensuring AI decision-making remains performant and readable
Takeaway
  • Advanced character movement systems
  • High-fidelity animation and IK integration
  • Combat and AI system interaction
  • Production-scale gameplay architecture
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