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MICHAEL ODYSSEOS
Game Design · Gameplay Programming · Featured Work

SELECTED
WORK

A selection of gameplay systems, combat, movement and technical work from my projects.

01Combat System

Parry System

Designed and implemented an AI-focused combat movement and parry system in Blueprints. Parry reactions use matching animations selected from the incoming attack direction, helping each response feel grounded and readable. I also built a custom cinematic camera system with automatic focus to strengthen combat presentation and keep key actions framed clearly.

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02Combat / Targeting System

Soft Lock Combat

Designed and implemented a Ghost of Tsushima-inspired soft-lock targeting system for combat. The system reads player input direction, evaluates nearby enemies, and automatically selects the most relevant target, smoothly orienting the character toward them without forcing a traditional hard lock. This keeps combat fluid and responsive while making attacks feel intentional and easier to read.

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03Combat Mechanics / Animation Logic

Directional Dodges

Connected attack animations to directional dodge responses. The system detects the enemy attack direction and selects a matching dodge animation, keeping reactions readable and grounded in the attack itself.

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04Combat Design / Animation

Executions

Implemented multiple execution animations to make successful enemy takedowns feel more rewarding, especially after difficult encounters.

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05Combat Feedback / Visual Systems

Blood Effects

Designed layered combat feedback with impact splatters, persistent blood on clothing, and a growing pool of blood as the player becomes injured and dies.

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06Movement System

Parkour Demo

Built a parkour movement system from scratch in Blueprints, including obstacle-aware vaults selected by height, wall runs, wall jumps, sliding, and predictive landing logic based on jump direction. I also implemented a stamina-driven breathing system and a turn-in-place system to keep movement responsive while maintaining animation quality.

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07Movement / Traversal System

Grappling System

Designed and implemented a grappling traversal mechanic that lets the player throw a hook onto valid targets and swing through the environment to reach elevated or otherwise inaccessible areas. The system focuses on preserving momentum and giving the player a fast, flexible traversal option.

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08Movement / Locomotion System

Custom Locomotion

Built a custom locomotion system covering walk, run, sprint, crouch and prone states. The system handles smooth transitions between movement modes while keeping character control responsive and animation changes consistent.

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09World Systems / Environmental Response

Reactive Wind

Created a shared wind system that drives clothing, ocean wave motion, ship stability and foliage. One gameplay-facing system creates a consistent response across several parts of the world.

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10Environmental Interaction

Wet Clothes

Built localized wetness so clothing reacts specifically where it intersects with water, reinforcing physical interaction with the environment.

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11World Interaction / Multiplayer Readability

Footprints

Player footsteps deform sand and leave persistent tracks. Beyond visual detail, those tracks can help other players locate and follow one another.

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12Sailing / Environmental Feedback

Ship Foam

Added foam generated by ship movement and sail direction, leaving temporary trails across the sea to reinforce speed, direction and physical presence.

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Game Designer

Michael
Odysseos

Game Design · Gameplay Systems · AI · Unreal Engine · Unity · Godot · C++ · C# · GDScript

michael@odysseos.com View CV ↗