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Third-person adventure + creation sandbox with a survival-energy loop.

Solo Project Adventure + Sandbox Gameplay Systems UE5 / C++ / BP
Unreal Engine Maya ZBrush Substance Painter After Effects

What I Built

Dual-Mode Structure

Seamless switching between Third-Person Adventure and First-Person Sandbox creation.

Dual Mode Gameplay

Quest Progression

Dynamic clue delivery system triggered by NPC interactions to drive narrative.

NPC Interaction

Survival Constraint

Energy threshold mechanic that forces strategic resource management.

Energy Mechanic

Character Customization

Real-time outfit and color modification system with persistence.

Character Customization

Core Loop

Design cycle balancing exploration risk with creative building rewards.

Core Loop Diagram
Click to enlarge
Explore NPC Task Get Clue Manage Energy Earn Points Build/Customize

Flowchart

Technical flow of game logic and state management.

Game Flowchart
Game Instance Save System World State Player Controller UI Manager

Modeling

3D asset creation for characters and environment.

3D Modeling
Maya ZBrush Substance Painter Retopology Rigging
Modeling Detail

Character Pipeline

Modeling
Rigging
Animation
Animation Blend in UE
Modeling
Modeling Mesh
Rigging
Rigging Body
Rigging Hand
Rigging Legs
Animation
Animation Pose 1
Animation Pose 2
Modeling
Cat Character Modeling
Rigging
Rigging Detail 1
Rigging Detail 2
Animation
Animation r5
Animation r6

Animation Blend in UE

Speed-driven Blend Space transitioning seamlessly between Idle, Walk, and Run — wired through the Animation Blueprint.

Idle State
Idle Speed ≈ 0
Walk State
Walk Speed ≈ 175
Run State
Run Speed ≈ 500

Animation Blueprint

Event Graph - Update Animation Speed
Anim Graph - Blendspace Player
  • NPC quests deliver clues for progression
  • Energy must stay above a minimum threshold
  • Threat/pressure moments (e.g., hostile NPC)
  • First-person view for precise placement
  • Grid-based building system with validation
  • Unlock new structures via Adventure progress
  • NPC dialogue and interaction system
  • Context-sensitive prompts and responses
  • Branching conversation triggers quest events
Context (Optional)

This solo project was built to explore the technical challenges of linking two distinct game genres (RPG & Sandbox) into a unified experience together. The primary focus was on architecting flexible systems in Unreal Engine that could communicate data (inventory, stats, world state) seamlessly across different player controllers and camera perspectives.

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