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My Projects

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Astral Spirit

(Top Down RPG)

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AI World (Multiplayer Third Person Shooter)

Fishing for Phishing (Simulation)

Abduct Me!

(3D Platformer)

Oracle Terminal (Third Person Shooter)

Astral Spirit

(Personal project)

​Highlights:

  • C++ / Blueprint

  • Multiplayer RPG

  • Gameplay Ability System

  • Stats/Attribute system

  • XP & Level up system

  • UI/Menu system

  • Enemy AI Behavior Tree, Environment queries

Screenshots/videos

(Click to view Full screen)

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UI_SkillMenus

Gameplay Screenshot

Gameplay Reel

UI / Menus

AI World

(Personal project)

​Highlights:

  • Written in C++

  • Multiplayer shooter

  • FABRIK IK

  • Custom game states

  • Respawn system

  • Enhanced Input

  • Different weapon types

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Screenshots/videos

(Click to view Full screen)

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Player Hud

Hosting Multiplayer session online

Game Level

Fishing for Phishing

72-hour 6-person Game jam project

My contributions:

  • set up Level progression

  • Camera zoom/transitions

  • Player hud, menu, Ui

  • Ai behavior / ai spawner

  • Set up game clock, game speed, time limit

  • Player reward balancing

  • fix bugs

  • itch-io.256x256
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Screenshots/Videos

(Click to view fullScreen)

First Phase

Gameplay footage

Player HUD

BLueprints - Game timer (Click image to zoom)

The timer/clock starts at 9:00 and ends at 5:00PM (17:00). When it reaches 5PM, the day is over,  and the end of round screen widget will appear displaying all the stats saved from the player blueprint. Designed to show only the hour mark, and not every minute of the day.

Blueprints - AI Spawn & Game instance

Game Instance contains all the variables for days, rewards and AI spawning multipliers. Customers (AI) spawn every X amount of seconds determined by the current level which is set in the game instance. The delay is added every start of a level for "set up" time.

Blueprints - Set up Level & Camera functionality

When the player loads into the level, the game plays the appropriate music, sets the camera location (there are 2 minigame modes) and the HUD widget to show the current day, money earned, and rent goal. The camera switches from one location to another when the game modes are toggled, smoothly transitioning using Timeline.

Abduct Me!

36-hour 5-person Game jam project

My contributions:

  • Game pitch / idea

  • Character movement

  • Player hud, menu, Ui

  • level design

  • landscape

  • Game timer

  • speed / add time power ups

  • put everything together into one project (art, sound, animations)

  • Ai (Cow) movement (Added after the game jam)

  • itch-io.256x256
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Screenshots/videos -

Click to view fullScreen

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First Phase

Gameplay Footage

Gameplay Screenshot

Blueprints - Countdown Timer

A simple countdown timer rounded to two decimal places displayed at the top of the screen which triggers an end screen widget when it ends. The countdown variable can be manipulated through time powerups.

Blueprints - Powerups

The powerups are destroyed from the map when colliding with the player tag. The time powerup adds seconds into the countdown widget and triggers a screen prompt temporarily. The speed powerup increases the speed of the player for a set amount of time and creates a temporary screen prompt. Previously had a bug that was fixed - multiple screen prompts could be created at the same time; I simply had to remove the screen prompt widget before creating one.

Oracle Terminal

Personal project

Highlights:

  • Single-player Shooter

  • Enemy AI pawn sensing

  • Animation Retargeting

  • Character movement

  • Damage/health system

  • pick up system

  • UI widgets

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Screenshots/Videos -

Click to view FullScreen

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Game Screenshot

Gameplay Footage

Boss Fight Screenshot

Blueprints - AI Behavior

Enemy AI uses pawn sensing that moves to the player when within a certain radius, then when it has reached close enough, the melee AI will start swinging. Projectiles / Melee attacks have a collision that does damage when overlapped with player and vice versa. Health widgets are shown above AI enemy minions except bosses, which are shown on player's UI once the boss area is triggered.

Blueprints - Player Movement & Aim/Shoot

Character movement has an added "roll" uses to dodge enemy attacks. The correct rotation of the character is needed to animate it correctly according to the direction it's going. Aiming in third person is done through Timeline using two different camera locations. Shooting is done through line tracing starting from the rifle muzzle point and applying damage to actors hit by it.

© 2025 Carlos Lee

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