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Spartan Project
Combat prototype

About the project
Prototype based on God of War: Ragnarok. Part time over 3 years.
The main goals of the project:
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Display my ability to design an interesting and challenging boss battle.
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Create compelling design documents for different components
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Practice Unreal Engine 5 & Blueprints
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Imagine a new system for the genre: Attack Combo Editor

I always prefer when an enemy variant introduces gameplay that actually varies from the original.
In this clip all I did was add a visual barrier but the experience changes meaningfully.
"Is he going to leap forward? Is he gonna charge his special? Projectile maybe? Can I make it in time?"
These are all questions the player now has to contend with while adding nothing but a single VFX.



What I did on the project
Design, prototyping and scripting of these features:
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Hero design:
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Cameras - Controls - Character
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Attack combo editor system and UI
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Data tables and balancing
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Juice
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Hit stops
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VFX + SFX
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Camera shake
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Time slows
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Boss design:
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Behavior tree and blackboard
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Visual style and direction
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Animation timings and transitions
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Balancing
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Unreal tools and systems used:
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Blueprints - multiple classes
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Sequencer and animation editor
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Excel imported data tables
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Animation retargeting
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Niagara
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Q: What is the attack combo editor?
A: RPG progression system where players form their own combos from collected attacks.




Attacks fall under 4 different weapon types:
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Great sword
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Spear
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Short sword
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Shield



3 stances:
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2 handed
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1 handed
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Dual wield (short swords only)

6 attack types:
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Light
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Heavy
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Evade
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Counter
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Run
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Special
Attack visual preview
Left and Right hand weapons have their own combos and can be used in tandem
Acquired attacks can be equipped according to their type

WeaponStance_Attack_ID
Type
Stat scalings
Attack Effect
Description Text
Here I am picking my 5 light attacks from the move bank and putting them in my equipped moves.
Equipped attacks are played in order from left to right.

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