FPS Game Prototype
A personal shooting game built with Blueprints. The playable flow moves from choosing equipment and engaging enemies to reaching the objective.
- Year
- 2025
- Team
- Individual
- Role
- Blueprint-based game implementation and playable flow
- Tools
- Unreal Engine, Blueprints
Gameplay
Challenge
An FPS idea had to become a personal prototype that could be played directly in Unreal Engine.
My part
- Implemented the game in Blueprints with AI-assisted coding
- Assembled a playable flow from equipment selection through combat and mission completion
- Built the interface for equipment selection and combat information
- Set NavMesh areas and opponent AI movement bounds for the combat space
- Adjusted movement and combat blending with Animation Blueprint state transitions and BlendSpace
From equipment to mission complete

Equipment choice and combat display
I assembled the interface for equipment selection and combat information, connecting the in-game display with the mission-complete state.
- Unreal Engine
- Blueprints

Opponent AI fitted to the arena
I configured the player character and opponent AI, and set NavMesh areas and AI movement bounds to suit the combat space in each level.
- Unreal Engine
- Blueprints
- NavMesh

Movement and combat following the state
I adjusted animation blending to connect movement and combat actions as the character state changes, using state transitions and BlendSpace in the Animation Blueprint.
- Animation Blueprint
- BlendSpace
Result
A playable prototype with movement, combat, and mission completion.
Credits
Solo project by Lee Joon-suh