GAMEPLAY / ABILITYAbility use in the playable prototype
Ability targeting, projectile effects and feedback in the original Unreal prototype. Designed and implemented with Blueprints.
I wanted to move beyond an isolated ability test and make a complete playable loop.
This prototype connected combat, missions, rewards, a menu and upgrades. Getting progression to persist between levels was the important technical hurdle.
ORIGINAL / PROJECT ARTI started by testing individual combat abilities. Once I connected the menu, missions, rewards and persistent upgrades, I began designing how each system supported the next, rather than treating them as separate mechanics.
Choose where to go and which upgrades are available.
Use abilities and complete objectives in a playable level.
Collect currency through the designed reward loop.
Spend rewards and carry changed values into the next level.
I had previously built abilities in Blueprints. This was my first attempt at maintaining upgrade values across separate levels. Understanding Game Instance variables, widgets and level flow became the key to connecting the systems I'd designed.
It wasn't enough for an ability to look good in a test map; the game needed to remember what the player had earned.
Upgrades should carry through the loop.
Variables and menus share progression state.
Debugged the logic needed to make an upgrade work.
The narrative theme shaped the weapons. A destructive protagonist attempting to save a world needed abilities that felt both capable and morally uneasy.
GAMEPLAY / ABILITYAbility targeting, projectile effects and feedback in the original Unreal prototype. Designed and implemented with Blueprints.
PROTOTYPE / REWARDThe playable mission loop returns rewards to the hub. The footage supports in-session progression, not save persistence between restarts.
Footage from the original prototype, showing mission entry and moment-to-moment ability use. The reward return demonstrates in-session progression, not save persistence across restarts.
Azaroth explores the tension between saving a world and the damage caused along the way. The narrative gave me constraints for mechanics rather than being added after them.
WATCH THE ORIGINAL GAMEPLAY ↗