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IN DEVELOPMENT / UNREAL ENGINE 5

Combat Arena

Ability-driven combat meets arena sports. Control the puck, create an opening, and make the next strike count.

Combat Arena project artwork
STATUS
In development
MY WORK
Gameplay, AI, UI, animation & VFX
TOOLS
Unreal Engine 5 · Blueprints · Blender

THE GAME

Fight for space.
Play for the goal.

Combat Arena is my in-development, top-down dual-stick multiplayer arena game. Players choose distinct characters and compete to score a puck into the opposing team’s goal.

Melee attacks, ranged attacks, dodging, blocking, and character abilities shape the fight for possession. Combat creates openings to pass, shoot, defend lanes, and score.

My development work brings together Blueprint gameplay logic, physics, HUD widgets, AI behavior, control rigs, animation, and Niagara effects.

IMPLEMENTATION

The systems behind the action.

Damage & combat states

Hit stun, health depletion, and a dizzy state communicate the consequences of each encounter.

Scoring & health UI

Widget-driven HUD systems show scores and health bars throughout the match.

AI decision-making

Character behavior includes pursuing the puck, passing, and shooting as play develops.

Dynamic puck strikes

Straight and curved strikes use physics, vectors, and velocity, with strike strength shaped by input timing.

Niagara & goal feedback

Particle systems and goal-triggered sequences give scoring and abilities a clear visual response.

Blended animation

Directional movement, dodge transitions, and independent upper- and lower-body animation support the combat loop.

IN-ENGINE FOOTAGE

See the mechanics in motion.

Short demonstrations of the playable systems and character features.

Core gameplay loop

Damage states, scoring, HUD feedback, puck control, and AI in the playable arena.

SmartCrashTestDummy abilities

An impulse bomb launch and barriers that block movement, abilities, and the puck.

Puck strikes & goal triggers

Strike strength, curved shots, trigger volumes, and goal feedback sequences.

Character abilities

Combat tools and their interaction with the surrounding arena space.

Health HUD

Health bars and visual feedback make changing combat states readable.

Blended movement

Dodge transitions, directional running, and upper- and lower-body animation.

DEVELOPMENT PROCESS

Connecting mechanics and craft.

From Blender to Unreal

I model and prepare characters in Blender, then integrate assets and materials into Unreal Engine. Animation blending, control rigs, and visual effects support the gameplay systems.

Building toward the full game

The project remains in development. The playable prototype includes combat, puck physics, AI, HUDs, and character abilities. Arena design and HLOD planning are part of the work toward larger play spaces.

KEEP EXPLORING

Blocks and Bombs

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