Tank Combat Encounters
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.
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.





