Single-Player Stealth Game · Unreal Engine · C++
Valley Thief is a single-player stealth-action prototype built to deeply understand Unreal Engine’s internal gameplay architecture. The project avoids Blueprint-heavy workflows and instead focuses on building systems directly in C++ to gain low-level control and clarity.
The entire project was developed using C++ as the primary scripting layer. Core gameplay systems such as player movement, stealth logic, interaction, combat, UI updates, and mission flow were all implemented without relying on Blueprint-driven logic. This approach helped maintain deterministic behavior, easier debugging, and a clearer understanding of Unreal’s gameplay framework.
All character animations were authored from scratch in Blender and then integrated into Unreal Engine. Custom animation states were connected to gameplay logic through C++-driven animation control, ensuring smooth transitions while reacting accurately to player actions such as movement, crouching, stealth interactions, and combat.
Stealth is the primary design pillar of the project. Enemy awareness, player visibility, and interaction feedback were designed to reinforce stealth-based decision making. The gameplay systems prioritize clarity, giving the player readable feedback on detection, objectives, and risk.
The UI was designed to support gameplay without overwhelming the player. Ammo counts, active objectives, and mission progress are clearly displayed and updated through C++ systems. The entire mission, from start to end, is structured to maintain immersion and reinforce stealth as the main focus.
This project was built entirely by a single developer, covering gameplay programming, animation creation, system design, and integration. This demonstrates the ability to own a full vertical slice and manage multiple disciplines within a single production pipeline.
All core mechanics written in C++ for clarity and control.
Detection, visibility, and interaction systems driving gameplay.
Blender-authored animations tied directly to gameplay logic.