Advanced Gameplay Systems · Unreal Engine · C++
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.
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.
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.
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.
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.
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.
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.
Rolling, sliding, cover, and layered traversal states.
Leg IK, FABRIK hand IK, and turn-in-place integration.
EQS-driven enemies and weapon-based gunplay.