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A first-person shooter developed with Unreal Engine

A Doom-like game demo exploring the design of high-speed shooting mechanics.

Team Members:

Myself – Player controller design, interaction design

Ashwin Gandhi – Level design

Lou Yue – Project management, enemy design

Isabell Liang – Narrative design

Gameplay

Use a classic DOOM-style controller to switch between primary and secondary weapons, jump, and dodge—outmaneuver your enemies with speed and precision!

We focused on creating a pure and streamlined combat experience, built around simple, responsive controls that put the action front and center.

Design Goals

A pure exploration and combat experience

Design Challenges

I was responsible for this team project's player controller and interaction design.

My biggest challenge was finding a way to introduce a touch of innovation within a traditional FPS framework and turn it into the killer feature of our game.

To address this, I designed a dual-weapon switching system, allowing players to equip two weapons simultaneously and fire them independently using the left and right mouse buttons.

This was also my first time developing a game using Unreal Engine, which made learning and adapting to a new engine another major challenge throughout the development process.

Design Process

In our team collaboration, each member took on distinct responsibilities, which allowed us to pursue a larger-scale game design than would have been possible individually.

Since our team lacked a programmer familiar with Unreal Engine, we developed the game using Blueprints and various pre-built assets. I studied the base controller asset we used and customized it to fit our game’s needs, focusing on modifying the weapon switching system, which became a core part of the player experience.

After finalizing the controller system, I designed and implemented the HUD UI, allowing players to monitor their current status and equipped weapons at all times.