A selection of gameplay systems, combat, movement and technical work from my projects.
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.
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.
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.
Implemented multiple execution animations to make successful enemy takedowns feel more rewarding, especially after difficult encounters.
Designed layered combat feedback with impact splatters, persistent blood on clothing, and a growing pool of blood as the player becomes injured and dies.
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.
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.
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.
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.
Built localized wetness so clothing reacts specifically where it intersects with water, reinforcing physical interaction with the environment.
Player footsteps deform sand and leave persistent tracks. Beyond visual detail, those tracks can help other players locate and follow one another.
Added foam generated by ship movement and sail direction, leaving temporary trails across the sea to reinforce speed, direction and physical presence.
Game Design · Gameplay Systems · AI · Unreal Engine · Unity · Godot · C++ · C# · GDScript
michael@odysseos.com View CV ↗