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Tank Combat Encounters

My RoleSolo Programmer
Software & Languages UsedUnreal Engine 5.4 • Unreal Blueprints • Visual Studio 2022

Overview

Context

This Unreal Engine 5.4 prototype is a combat sandbox + boss encounter level built on a provided framework. My focus was expanding gameplay variety through weapon pickups, enemy behaviour types, and readable combat feedback — all implemented in Blueprints.

Player Weapon Showcase

The level is split into separate sections that introduce new hazards, enemies (standard → commanders → bosses), and new weapon pick-ups, with difficulty ramping as you progress.

Enemy encounter design (mixed threat roles)

Encounters are built by combining different enemy roles so the player is pressured in multiple ways:

  • Chasing shooters and homing projectile enemies to force constant repositioning
  • Summoners that spawn mini-tanks which rush and explode on impact
  • Aura-damage enemies that punish staying too close
  • Turrets and multi-turret commander/boss variants that layer projectile patterns

Environment hazards + interactables

The environment supports the combat loop and encourages movement/risk-reward:

  • Exploding barrels with radial damage that can chain-react
  • Lava zones for continuous hazard pressure
  • Levitation barrel jump boost that spawns a circular VFX field when destroyed (reposition / progress)
  • Health pickups and speed boost orbs

Everything was built in Blueprints, with readability supported through impact VFX, hit flashes / warning feedback, and arena-style encounters designed for quick iteration and clear video demonstration.

Highlights


General