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Third-Person
Spell Casting Game

A third-person dungeon crawler focused on real-time spell combat, modular ability design, and AI enemy behavior. Built solo over 10 weeks in Unreal Engine 5 using Blueprints only.

Action-Adventure Dungeon Crawler Solo Project Case Study
CourseITGM-405
EngineUnreal Engine 5
ScriptingBlueprints Only
Timeline10 Weeks
TermSpring 2025
TypeSolo Project

Combat

  • 4-Spell casting system with fluid transitions
  • Third-person aiming for precise spell placement
  • Damage & health system with spell-based calculations
  • Spell-hit VFX triggered on impact

Character

  • Custom third-person character controller
  • Responsive movement mechanics
  • Animation rigging and implementation
  • Locomotion system for combat and exploration

Enemy AI

  • Slime enemy — unique attack patterns and behaviors
  • Skeleton enemy — distinct combat requiring different strategies
  • Behavior Trees with patrol, chase, and combat states

Environment

  • Maze-like dungeon layout blockout
  • Spatial planning and atmospheric lighting
  • Secrets and puzzle placement
Dungeon environment blockout
Spellcasting System

The spell system remained the most stable and polished component throughout development. Spells worked in harmony without interfering with each other, creating fluid combat encounters that successfully anchored the gameplay experience.

Enemy Design

Both enemy types added character to the world and required different player approaches, creating tactical variety. The Slime's translucent material and simpler movement contrasted well against the Skeleton's more aggressive melee combat.

Slime and Skeleton enemy types
Blueprint Implementation

Core systems remained stable throughout development, demonstrating a solid technical foundation and systematic approach to game systems design with minimal breaking changes.

Spell casting Blueprint graph
Problem Solving

Successfully debugged and fixed numerous technical issues throughout the project, building confidence in Blueprint development and confirming it as a preferred development method.

Scope Management

Initial vision exceeded what was feasible in 10 weeks. Features cut to meet deadline:

  • Laser beam spell
  • Advanced movement systems
  • Cinematic sequences
  • Additional spell types

Animation Complexity

Third-person character animation consumed significantly more time than anticipated. Early skeleton setup mistakes prevented player model replacement, forcing work with the default UE5 mannequin throughout production.

Default UE5 mannequin
Technical Debt

Early decisions created barriers that prevented integration of created assets. Over 12 hours spent on the locomotion system early in development should have been allocated to core gameplay instead.

Production Timeline

Development stayed on schedule until midterms disrupted workflow. Recovery required cutting planned features to meet the final deadline.

Scope Management

Always aim lower than perceived capability. Unexpected issues consume more time than planned. Feature quantity should be sacrificed for polish and completion.

Technical Planning

Animation systems are significant time investments. Future projects should evaluate whether third-person perspective is essential or adds unnecessary complexity.

Iteration Strategy

Placeholder implementation followed by polish iteration is more efficient than attempting perfect implementation on the first pass.

Development Focus

Blueprint visual scripting confirmed as preferred development method. Future projects should lean into this strength rather than diversifying unnecessarily.

The project represents a success in terms of learning outcomes despite not achieving the original feature vision. More was learned through this project than most coursework — particularly regarding practical Blueprint implementation, scope management, technical problem-solving, and animation system complexity.

The experience built confidence in system design abilities and provided clear lessons carried directly into GAME 380: prioritize completion over feature count, plan conservatively, and leverage personal strengths in Blueprint development.

"This project is currently being refined and polished in GAME 380 as part of the portfolio development course."