Damage & combat states
Hit stun, health depletion, and a dizzy state communicate the consequences of each encounter.
IN DEVELOPMENT / UNREAL ENGINE 5
Ability-driven combat meets arena sports. Control the puck, create an opening, and make the next strike count.
THE GAME
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
Hit stun, health depletion, and a dizzy state communicate the consequences of each encounter.
Widget-driven HUD systems show scores and health bars throughout the match.
Character behavior includes pursuing the puck, passing, and shooting as play develops.
Straight and curved strikes use physics, vectors, and velocity, with strike strength shaped by input timing.
Particle systems and goal-triggered sequences give scoring and abilities a clear visual response.
Directional movement, dodge transitions, and independent upper- and lower-body animation support the combat loop.
IN-ENGINE FOOTAGE
Short demonstrations of the playable systems and character features.
Damage states, scoring, HUD feedback, puck control, and AI in the playable arena.
An impulse bomb launch and barriers that block movement, abilities, and the puck.
Strike strength, curved shots, trigger volumes, and goal feedback sequences.
Combat tools and their interaction with the surrounding arena space.
Health bars and visual feedback make changing combat states readable.
Dodge transitions, directional running, and upper- and lower-body animation.
DEVELOPMENT PROCESS
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.
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